Arcade › Squad Strike
Click the game above and it runs right here in your browser. No download, no installer, no account needed. gila bola built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Squad Strike yet. Play it, then tell gila bola what you would add next.
Squad Strike was built by gila bola 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 Squad Strike 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.
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 “Squad Strike” as a browser-based low-poly first-person team deathmatch shooter titled SQUAD STRIKE. Use a Three.js-style 3D scene with a first-person camera and a compact village combat map: a large flat olive-green ground plane, low-poly commercial buildings, dark gray/brown rectangular walls and cover pieces, and scattered faceted green rocks. Use warm directional sunlight, blue-gray atmospheric fog, soft shadows, flat-shaded geometry, and simple low-poly soldier/weapon models. The game should initially show a dark translucent overlay over the 3D map preview with a centered dark navy menu panel, yellow title text “SQUAD STRIKE,” subtitle “LOW-POLY 5v5 FPS,” and buttons PLAY, PROFILE, INVENTORY, RANK, SETTINGS, MISSIONS, SHOP, CREDITS, and EXIT. The menu styling is dark charcoal/navy with thick gray borders, rounded corners, white text, and yellow hover/primary accents. Clicking PLAY starts a 10-minute TEAM DEATHMATCH. The player is on the RED team and fights five BLUE enemy bots alongside four RED allied bots, making a 5v5 match including the player. Spawn the player and bots at separated red and blue spawn locations around the village. Enemies should be simple colored low-poly soldiers (red for allies, blue for enemies), with cylindrical placeholder bodies and heads or loaded low-poly soldier characters, carrying small dark guns. Bots should patrol/move toward the nearest opposing target, stay within the map bounds, face their targets, use line-of-sight checks around buildings and ground, and fire automatically at nearby enemies. Blue bots can shoot the player or red bots; red bots fight blue bots. Dead bots disappear temporarily and respawn after roughly 4.2 seconds at a team spawn with full health. Make the player controller first-person with pointer-lock mouse look and keyboard movement through an FPS controller: WASD movement, mouse look, jumping/gravity, and running capability. The player has 100 HP and can respawn at a random RED spawn after death with full health and a refilled magazine. Support desktop shooting with left mouse or F, reload with R, crouch toggle with C, weapon cycling with V, scoreboard with Tab, and pause with Escape. Include a simple low-poly rifle visible in the lower-right foreground of the camera, with a boxy dark rifle and scope (replaceable by a low-poly imported rifle model if available) and slight idle weapon bob. Left-click shooting uses a forward raycast, weapon spread, damage, range, muzzle flash, yellow bullet trail, and brief impact sparks. Head hits do increased damage and produce a distinct headshot effect/sound. Include a melee ray attack dealing 45 damage, exposed as a mobile MELEE button. Implement the actual weapon/loadout data visible in the game: Assault Rifle (28 damage, 120 ms fire rate, 30-round magazine, 1.8-second reload, 80 range, low spread), SMG (18 damage, 80 ms, 40 rounds, 1.4 seconds, 45 range), Shotgun (12 damage per hit, 450 ms, 8 rounds, 2.5 seconds, 22 range, wide spread), Sniper (85 damage, 850 ms, 5 rounds, 2.8 seconds, 120 range, very low spread), and Pistol (22 damage, 220 ms, 12 rounds, 1.2 seconds, 50 range). Start with the Assault Rifle, 30 rounds loaded and 90 reserve rounds. Reload manually or automatically when empty; cycle weapons with V and refill the selected magazine on switching as implemented. Use simple synthesized sounds for shooting, hits, headshots, reload, jump, death, and UI actions. During a match show a fixed HUD: top-center dark translucent bar with a yellow 10:00 countdown timer and RED score - BLUE score; a small yellow circular crosshair with vertical/horizontal center lines; bottom-left dark HP panel with “HP 100” and a bright green health bar; bottom-right dark ammo panel showing “30 / 90” and the current weapon name in smaller gray uppercase text; and a top-right kill feed with temporary elimination messages, green for player kills and red for enemy kills. The scoreboard should toggle with Tab and show RED SQUAD and BLUE SQUAD tables with player/bot names and K/D values. Add a pause overlay with RESUME, SETTINGS, RESTART MATCH, and QUIT TO MENU. On mobile/touch layouts, provide translucent yellow-outlined circular controls labeled JUMP, FIRE, R, C, and MELEE in the bottom corners. End the match when the timer reaches zero or either team reaches 50 kills. Red wins ties because the implemented victory rule is red score greater than or equal to blue score. Show a result overlay reading VICTORY or DEFEAT, the final “RED X - Y BLUE” score, the player’s kills and deaths, EXP gained, and Rank EXP gained, with PLAY AGAIN and MAIN MENU buttons. Award persistent progression after matches: EXP gain is based on victory/defeat plus player kills, Rank EXP is a fraction of it, increment wins/losses/matches and total kills/deaths, and advance through the ranks Recruit → Rookie → Soldier → Veteran → Elite → Master → Champion when rank EXP passes 450. Persist data in local storage, with initial profile values such as username RookiePlayer, level 5, Soldier rank, 320/450 rank EXP, 850 coins, 12 wins, 7 losses, 148 total kills, 92 total deaths, 31 matches, and 23 headshots. Include profile screen showing these statistics and K/D, an Inventory & Loadout screen showing Assault Rifle primary, Pistol secondary, Knife melee and simple equip buttons, a Rank screen with the rank sequence and yellow progress bar, a Settings screen with sensitivity/volume/SFX sliders and graphics selection, Missions showing “Dapatkan 8 kills” and “Menang 1 match” progress/rewards, a prototype Shop with cosmetic rifle/character purchases using coins, and a Credits screen identifying the low-poly 5v5 FPS prototype. Keep all UI language and labels as shown, including the Indonesian mission text. The overall visual tone should be a clean arcade military FPS prototype: dark UI, yellow emphasis color, green health, red/blue team coding, blocky low-poly environment, and readable HUD rather than photorealistic graphics.