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Signal Breaker

  • 3d
  • action-adventure
  • cyberpunk
  • third-person
  • boss-fight
  • neon
  • story
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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. Philip Palmer built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Signal Breaker yet. Play it, then tell Philip Palmer what you would add next.

Make your own game

Signal Breaker was built by Philip Palmer 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 Signal Breaker 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 Signal Breaker

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 playable third-person 3D action adventure called “Signal Breaker,” set in a dark simulated neon city. Use a very dark navy/black background with fog, simple low-poly geometry, cyan and hot-pink emissive lighting, and a clean sci-fi HUD with translucent near-black panels, thin cyan borders, uppercase typography, and glowing accents.

Opening screen: show a centered modal titled SIGNAL BREAKER, subtitle “Original simulated-world adventure,” and copy explaining that the player must wake up, follow the transmission, survive the city, and duel the system’s guardian. Include an “ENTER THE SIGNAL” button. Show the controls: WASD/arrows to move, mouse to look, Shift to run, Space to jump, R to dodge, E to interact, and F or click to use a combo attack. Behind the modal, the world is visible: a dark avenue, blocky buildings, and neon strips.

World and camera: use a third-person camera following the player, with mouse-look behavior and a centered cyan crosshair. Build a long straight central road/avenue extending along the Z axis, with a dark ground plane and a slightly raised road. Add short cyan lane markers down the road. Place simple dark rectangular tower blocks on alternating left and right sides, with repeated thin cyan horizontal window strips on their front faces. Use fog and sparse blue/cyan and pink point lighting to make the environment feel like a manufactured or simulated reality.

Player: represent the “signal runner” as a small glowing pale-cyan capsule-like humanoid with a hot-pink visor. Start them near the south end of the avenue at approximately z=12. Support movement, jumping, running, and a dodge roll. The dodge briefly moves the player quickly in the camera-relative direction, gives temporary invulnerability, and visually tilts/rolls the character. Show transient toast messages such as “DODGE ROLL — invulnerable.”

HUD: fixed top-left chapter chip and top-right status chip. At the bottom-left/bottom area show an OBJECTIVE panel and current objective. Show contextual prompt panels near the bottom center and toast notifications near the top-center. Start with chapter label “Signal Breaker” and status “Offline.” After starting, use these chapters and exact progression:
1. “CHAPTER 1 · WAKE SIGNAL” — objective “Reach the signal terminal and press E.” Place the interaction point near the player’s starting area, around z=8; when the player is within roughly four world units, show “Press E to answer the signal.” Pressing E advances the story.
2. “CHAPTER 2 · CITY OF ECHOES” — objective “Run south through the avenue.” The player travels toward negative Z. When they pass approximately z=-18, advance to the guardian encounter, repositioning them near z=-20, and show status “Guardian online.”
3. “CHAPTER 3 · THE GUARDIAN” — objective “Defeat the Loop Guardian — F or click to fire.” Show the contextual prompt “F / click: combo attack.”

Guardian encounter: at the far end of the avenue around z=-29, create a floating low-poly Loop Guardian made from a dark faceted icosahedron core, a rotating hot-pink torus ring around it, and a small cyan glowing eye/sphere on its front. Have the guardian slowly rotate and bob, drift laterally with a gentle sine motion, and move toward the player if they get too far away. Give it 8 integrity/health points. The player can fire cyan energy spheres toward the guardian using F or mouse click, with every third attack in a short combo window becoming a larger hot-pink finisher that deals 2 damage instead of 1; regular attacks deal 1. Display toast feedback such as “COMBO 1/3,” “COMBO 2/3,” “COMBO FINISHER!,” and “Guardian hit — [remaining] integrity left.” Attacks have a short cooldown, and the three-step combo resets if the timing window expires.

Guardian attacks: periodically launch expanding waves of hot-pink projectiles/orbs from the guardian toward the player. Increase wave frequency and projectile count gradually, up to five orbs in a wave, and angle the orbs slightly apart so the player must keep moving and dodge. Display “Attack wave [number] — keep moving!” Each hit reduces player integrity; start the player at 5 integrity and show status such as “Integrity 5/5,” updating it after hits. A dodge prevents projectile damage during its invulnerability interval. If integrity reaches zero, end with a modal saying “Signal lost” / “Guardian wins,” explain that the player should restart and keep moving through the attack waves, and offer a restart button.

When the guardian reaches zero integrity, remove it and clear its projectiles, set status to “Guardian defeated,” and advance to a final objective: “Reach the final beacon and press E.” Put a simple glowing cyan vertical beacon at the same far-end location around z=-29. Once the player comes within roughly four units of it, finish the game and show a centered completion modal: “Connection closed,” “Loop broken,” and “The guardian is gone. The city is finally yours to rewrite.” Include a “Run again” button that reloads/restarts the game.

Keep the experience focused on movement, exploration along the avenue, the short chapter progression, dodging projectile waves, and the combo projectile duel. Do not add unrelated weapons, inventory, dialogue trees, maps, or extra enemy types. Maintain the restrained low-poly cyberpunk aesthetic, dark foggy atmosphere, cyan/pink neon palette, and translucent HUD throughout.

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