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Arcade › Speedfire

Speedfire

  • 3d
  • arena-shooter
  • movement-shooter
  • mobile
  • sci-fi
  • multiplayer-bots
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. Kylow Chan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Speedfire yet. Play it, then tell Kylow Chan what you would add next.

Make your own game

Speedfire was built by Kylow Chan 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 Speedfire 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 Speedfire

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.

Recreate a playable Three.js-style 3D mobile arena shooter called “Speedfire.” Make it a third-person, over-the-shoulder speed-movement game set in a dark futuristic floating Skyport at night. The camera follows a glowing cyan armored speedrunner avatar from behind and slightly above, with a centered crosshair; allow camera look by mouse drag or touch drag. Use a deep navy sky/background and fog, strong cyan edge lighting, dark blue platform materials, and magenta/red opponents. The visual style should be clean low-poly sci-fi: the player is a cyan capsule-like humanoid with a spherical head and a short translucent cyan speed trail behind them; bots are red/pink capsule humanoids with bright visor strips. Add directional/hemisphere lighting, shadows, bloom-like emissive neon accents, and occasional cyan/yellow/red particle bursts and brief colored tracer cylinders for shots. Load or approximate stylized futuristic skyline buildings around the arena, including the visible blocky building forms with rows of dark blue windows.

Start at a main menu overlay titled “Speedfire,” with the subtitle “movement is the weapon · mobile arena prototype.” Provide working buttons for “Play 1v1 Duel” and “Free For All”; Duel starts one bot and Free For All starts seven bots. Also show Loadout, Cards Collection, Settings, and Tutorial buttons; the non-play buttons can display a short prototype/tutorial message. The match is bot-based multiplayer stand-in, not online networking.

Build the Skyport arena from floating platforms over a void: a 22x22 main platform, raised north and south platforms, east and west duel platforms, a raised central sniper catwalk, several thin bridges crossing north/south and east/west, two long wall-run surfaces on the left and right, a north billboard wall, two lower south vault blocks, and a glowing cyan air-boost ring. Platforms are dark navy-blue rectangular slabs with bright cyan neon strips along their edges. Falling below the arena causes a void reset: damage the player and respawn them high above the central area.

The core goal is to eliminate bots and increase the score during timed rounds. Start each round with a 55-second timer; after the timer expires, pause gameplay and show a full-screen “Pick one speed card” screen with three randomly selected cards. Selecting one applies its permanent run bonus, then starts the next round at 48 seconds, respawns everyone, advances the round, cycles a modifier, and slightly increases global speed. Display a round-complete summary containing the completed round and score. Cycle through these modifiers: None, Pistols Only, Shotguns Only, No Explosives, Double Speed, Low Gravity, No Wall Running, One Shot Elimination, Infinite Ammo, Fast Reloads, and Headshots Deal Double Damage (the last modifier may be shown/cycled even if the basic prototype does not implement extra headshot hit logic).

Implement fast movement with momentum and air control. Support WASD/arrow movement, sprint, slide, jump, double jump, air strafing, wall running on the designated walls, and contextual vault/mantle boosts over the low blocks. Normal gravity is -22; Low Gravity uses 42% gravity. Use weapon-dependent movement multipliers, sprint speed increase, slide speed increase, and optional Momentum card acceleration. Jump from the ground, jump off a wall run, or perform one second jump in midair. A contextual mobile button should appear as “WALL RUN” near a wall while airborne and as “VAULT” near a vaultable wall while grounded; pressing it performs the corresponding boost. If the player falls below y=-18, show a brief “void reset” message and respawn. If bot or player health reaches zero, hide them briefly and respawn; player death reduces score by one but never below zero.

Implement six weapons and weapon switching: SMG (34-round magazine, 170 reserve, rapid fire, low damage, fast movement), Pistol (12/72, slower and stronger), Shotgun (6/36, seven pellets, wide spread, strong recoil), Assault Rifle (28/112), Sniper (4/24, high damage and very tight spread), and Rocket (2/12, explosive blast and strong recoil/boost). Use weapon-specific colors: cyan SMG, yellow pistol, orange shotgun, green rifle, purple sniper, red rocket. Fire with mouse/touch hold or the FIRE button, use hitscan colored tracers, a small muzzle particle burst, ammo consumption, cooldowns, and automatic reload behavior when empty. Reload with R or a mobile RLD button and switch with Q or SWAP. Shotgun and rocket recoil should push the player backward; aiming downward with the shotgun can lift the player, and rockets create an area blast that pushes nearby player/bots and damages bots. Aiming changes the camera to a closer distance. Include the prototype’s weapon rules: Pistols Only forces the pistol, Shotguns Only forces the shotgun, No Explosives prevents rocket use, Infinite Ammo removes consumption, Fast Reloads shortens reload time, and One Shot Elimination makes player hits lethal. Bots should move more slowly, think periodically, choose movement target points with inaccuracy, jump occasionally, fire with delayed reactions and low hit probability, and in FFA sometimes target other living bots instead of always targeting the player.

Create a mobile HUD overlay that remains visible during play. At the top show pills for “Score N · HP N,” “Round N · Skyport · Ns,” and “Modifier: …”. On the upper right show the current weapon name in its weapon color, current ammo/reserve (or infinity), and “Speed x…” based on horizontal velocity. Put a glowing white/cyan crosshair in the center and temporary large messages near the upper center for round starts, eliminations, weapon changes, and void resets. On mobile, provide a translucent left virtual joystick and right-side circular buttons labeled FIRE, JUMP, RUN, SLIDE, AIM, RLD, SWAP, and MELEE, plus the contextual WALL RUN/VAULT button. The joystick should control movement direction relative to camera yaw. Desktop controls: WASD/arrows move, mouse click/drag looks and fires, Space jumps, Shift sprints, C slides, Q switches weapons, and R reloads. Include a small keyboard hint near the lower left. Make the UI dark translucent navy with rounded pills/buttons, cyan borders/glows, and a red FIRE button.

Implement the eight selectable cards and exact effects: Runner (+10% movement speed), Parkour Master (longer wall runs), Adrenaline (eliminations give a burst of momentum), Lightweight (faster weapon handling), Rocket Legs (stronger explosion boosts), Double Jump+ (higher second jump), Fast Reload (+20% reload speed), and Momentum (gain speed while moving). Add hit/death particles, brief fading tracers, neon platform edges, fog, shadows, and a dark navy/cyan/red sci-fi presentation. Ensure the result is playable immediately in a browser with no build step and supports both touch/mobile and keyboard/mouse testing.

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