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Slugline

  • 3d
  • side-scroller
  • run-and-gun
  • arcade
  • desert
  • mobile
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. Integralov 989 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Slugline yet. Play it, then tell Integralov 989 what you would add next.

Make your own game

Slugline was built by Integralov 989 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 Slugline 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 Slugline

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 "Slugline," a quick arcade 2.5D side-scrolling run-and-gun mission in a desert outpost. Use a fixed cinematic side camera looking across a long horizontal lane, with the player moving primarily along the world X axis; keep the player and enemies prominent in the foreground while the camera smoothly follows the player from a slightly elevated angle. Render the scene in Three.js-style low-poly/toon 3D with soft shadows, a warm sandy palette, and a blue-to-golden gradient sky with fog. The environment is a long ochre desert strip with a lighter painted lane, distant rounded dune ridges, scattered crates and rocks, and repeated stylized shrubs/trees as foreground and background silhouettes for parallax depth. Place a pole with a waving yellow flag and a small glowing checkpoint light near the far-right extraction point.

The player is a low-poly animated male soldier, initially at the left side of the mission, facing right, with a blue-tinted uniform/model. Include a simple capsule-like fallback body if character assets are unavailable. The player can run left and right, accelerate and decelerate, turn to face the movement direction, and jump with gravity over incoming fire. Keep movement clamped within the mission lane. The player fires small bright yellow spherical projectiles horizontally in the facing direction, with a short cooldown and a brief muzzle flash/shoot animation. Desktop controls: A/D or Left/Right to move, W/Up/Space to jump, and J/K/X/Enter to shoot. Also provide touch-friendly on-screen left, right, jump, and shoot buttons for mobile.

Populate exactly twelve enemy soldiers along the lane at progressively increasing X positions (approximately 18, 24, 31, 42, 48, 58, 66, 77, 84, 95, 106, and 116), alternating slightly in depth. Use low-poly animated female soldier models with a subtle warm/red tint, or capsule-like fallback bodies. Enemies face and track the player horizontally, move toward the player only when far away, and when within about 11 world units periodically fire small red/orange horizontal projectiles toward the player. Enemy soldiers idle, run, shoot, and play a death animation. A player projectile hit kills one enemy, awards 100 points, creates a burst of pale orange particles, and removes the enemy after a brief falling/death interval. Enemy shots hitting the player remove one of three lives, trigger a brief invulnerability period, hit flash, screen shake, impact particles, and a hit message; when all lives are gone, end the mission in failure.

The objective is to push through the outpost, shoot all enemies, then reach the flag/extraction area at the far right. The mission only clears when the player is near the final flag (within roughly four world units of the end) and every enemy has been defeated. Do not let reaching the flag alone finish the mission. Show short center-screen mission messages such as "PUSH THROUGH THE OUTPOST," "MISSION START," "HIT!," "MISSION FAILED — PRESS R OR TAP RESTART," and "MISSION CLEAR — PRESS R OR TAP RESTART." Allow R or a centered RESTART MISSION button to reset score, lives, player position, enemies, bullets, particles, and mission state.

Build a dark translucent glassy HUD overlay. At the top-left show badges reading SCORE 0000 (pad score to four digits), LIVES 3, and FOES 12, updating as enemies die and lives change. At the top-right show a mission-state badge that reads ADVANCE normally, EXTRACT when the player is near the end, MISSION FAILED on defeat, and MISSION CLEAR on success. At the bottom show a compact control hint with the keyboard mappings; on desktop hide the mobile controls, while on mobile display large translucent rounded buttons along the bottom: left/right on the lower-left and jump/shoot on the lower-right. Use clean white sans-serif text, rounded borders, subtle blur/shadows, and an understated navy/dark overlay that contrasts with the bright desert world. Add simple laser, impact, and jump sounds where available, but keep the game playable if audio assets fail.

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