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Shrinkzone

  • 3d
  • top-down
  • shooter
  • battle-royale
  • low-poly
  • arcade
  • endless-zone
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Rx43rx built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shrinkzone yet. Play it, then tell Rx43rx what you would add next.

Make your own game

Shrinkzone was built by Rx43rx with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Shrinkzone opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Shrinkzone

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a browser-playable low-poly 3D top-down battle-royale shooter called “Shrinkzone Skirmish” (the game title is Shrinkzone). Use Three.js-style primitives and a dark navy sci-fi arena viewed by a fixed, slightly tilted top-down perspective camera that follows the player. The world is a circular flat arena about 45m radius, with a dark blue ground, subtle circular boundary/grid ring, atmospheric dark fog, simple hemisphere and directional lighting, and roughly 18 scattered low-poly dark dodecahedron rock obstacles. Keep the center relatively open; rocks should block movement and bullets.

The player is a small low-poly humanoid made from a colored box torso and hips, spherical head, simple cylindrical arms and legs, hands, and a small dark pistol held forward. The player starts at the arena center, uses the default mint/green outfit and pale glowing visor, and has a dark circular shadow beneath. Enemy bots use the same humanoid silhouette at slightly smaller scale, with pink/red clothing and pale heads/visors. Spawn 9 bots at random positions around the arena perimeter/interior. Bots should wander when distant, chase and strafe around the player when within roughly 22m, maintain some distance, and fire at the player when within roughly 20m. Their bullets are small pink spheres; player bullets are small pale cyan spheres. Bullets travel quickly, expire after about 1.35 seconds, collide with rocks, and deal damage on contact. The player pistol has infinite ammo and fires about every 0.13 seconds; each hit should deal substantial damage so bots take a few shots to eliminate. Bots have health and can also take storm damage.

Implement the core loop: survive and eliminate every bot to win, or lose when player HP reaches zero. The player has 100 HP, starts with 0 shield, and earns 5 persistent money units for each eliminated bot plus 25 for winning. Persist money in localStorage. Include a lobby shown on startup with the title, subtitle “Quick match battle royale — survive the storm.”, money/rewards display, PLAY and RESET $ buttons, and a simple skins shop. Provide four persistent cosmetic skins: free mint “Rookie”, “Desert” costing 60, purple “Neon” costing 120, and blue/gold “Royal” costing 180; allow buying/equipping owned skins and apply the outfit/visor colors to the player. Do not add gameplay advantages from skins.

Add a shrinking storm/safe-zone system. Start with a bright blue circular ring of radius 34m centered at the arena origin, with a faint translucent blue filled annulus between the safe-zone ring and the world edge. After a 3-second delay, smoothly shrink the zone over about 110 seconds toward a minimum radius of 7m. Show the current radius in the HUD. Deal damage over time to entities outside the ring (about 9 HP/sec to the player and 10.5 HP/sec to bots). Keep entities inside the circular world boundary and push them away from rocks.

Scatter about 10 floating rotating pickups through the arena. Green glowing low-poly cubes are health packs and blue glowing low-poly octahedra are shields. Spawn roughly 65% health and 35% shield. On contact, a health pack restores up to 28 HP (maximum 100), while a shield pickup adds up to 22 shield (maximum 60), and removed pickups should respawn over time so at least several remain available. Add simple synthesized audio blips: higher/bright tones for player shooting, hits, pickups, dash and victory, pink/noise-like tones for bot firing, and a low defeat tone; audio begins after the first click/touch/keypress to satisfy browser autoplay rules.

Controls: desktop WASD moves, mouse aims by raycasting to the ground, left mouse button shoots, Shift sprints, and Space dashes. Movement should feel responsive with acceleration/damping; base speed about 9.2, sprint about 1.55x and stamina drains while sprinting then regenerates. Dash is a short burst in the movement or aim direction, with approximately 1.15 second cooldown. On touch devices, show two translucent circular virtual joysticks at bottom left/right: left stick moves, right stick aims; add a large SHOOT hold button, SPRINT hold button, DASH tap button, and RESTART button after game over. Support tap/click or R to restart after win/lose.

Use a clean dark translucent HUD over the game. Across the upper-left/top row show rounded outlined pills labeled HP, Shield, Bots, Zone, and $, with live values (the reference gameplay view visibly shows HP, Shield, Bots, Zone and the money counter may be present in the full HUD). At bottom-left show a translucent help panel titled “Shrinkzone Skirmish” and concise controls: desktop “WASD move · Mouse aim · Click shoot · Shift sprint · Space dash · R restart”; mobile equivalents; audio hint; and restart hint. On win/lose, display a large centered banner reading “VICTORY” or “YOU LOST” with the appropriate restart instruction. Maintain the visual style shown: nearly black/navy background, blue outlines and zone ring, low-poly geometry, flat/simple lighting, subtle transparent panels, rounded UI, and no photorealism or complex textures.

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