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Squadline

  • 3d
  • top-down shooter
  • arena
  • tactical
  • wave survival
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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. quinndeeley built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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

Make your own game

Squadline was built by quinndeeley 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 Squadline 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 Squadline

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-based 3D top-down tactical arena shooter titled "Squadline". Use a dark navy sci-fi presentation with an orthographic camera looking down at a rectangular arena from a slightly elevated angle, with subtle fog and soft shadows. The arena is a 42-by-30 floor, dark blue-gray, overlaid with a faint cyan 2-unit grid and surrounded visually by the dark background. Place five low rectangular blue-gray cover blocks inside: west at about (-8,-3), central at (1,1), east at (8,-4), north at (-2,6), and south at (5,6). Put a glowing turquoise support core at the arena center, consisting of a short cylinder and a thin glowing ring; it slowly rotates as an environmental objective marker. The player is a small stylized green/teal armored humanoid capsule at the lower part of the arena, initially at (0,0,9), with a bright cyan visor and a small dark gun. The player moves with WASD or arrow keys, clamped to the arena bounds, and collides against the cover blocks. Aim with the mouse: convert the cursor to a point on the ground plane, rotate the player toward it, and fire cyan glowing spherical projectiles with left click or Space. Holding the mouse button gives automatic fire with roughly a 0.16-second cooldown. Projectiles travel quickly across the ground and disappear after about 1.1 seconds; on impact they damage enemies and create small colored particle bursts.

Spawn red/orange enemy raiders as stylized capsule-like humanoids with pale glowing eyes. They appear around a circular perimeter roughly 12.8 units from the center, then chase the player across the arena while avoiding/pushing around cover. Each raider has 2 hit points initially, increasing by one every three waves, and moves at about 1.15 plus a small wave-based speed increase. When within close range, raiders attack every 0.55 seconds and deal 4 player HP damage. Destroying one awards 100 score, increments the kill count, and emits orange/red particles. Begin at wave 1 with 3 + wave*2 enemies, while additional enemies spawn during play up to a wave-dependent cap. Every 25 seconds initially, then every 22 + wave*2 seconds after advancing, increment the wave and spawn a new group. The player starts with 100 HP; when HP reaches zero, stop gameplay and show a centered game-over message reading "SQUAD DOWN" with the score and number of raiders cleared, and change the button to "REDEPLOY". The support core is visible and rotates, but preserve the actual mechanic: enemies attack the player rather than damaging the core.

Build the HUD as fixed HTML overlay panels. At top left show a translucent rounded panel with cyan brand text "SQUADLINE" and smaller text "SECTOR 07 · HOLD THE CORE". At top right show SCORE, WAVE, and HP with large white numeric values, initially 0, 1, and 100. Near the top center show the instruction text: "WASD / arrows move · mouse aims · click or Space fires · protect your support drone". On the initial screen, before deployment, center a large letter-spaced "SQUADLINE" title, subtitle "Fast tactical arena shooter", and bright cyan rounded "DEPLOY" button. Clicking it starts/reset the game, hides the title message, sets score/wave/HP to 0/1/100, positions the player, clears entities, and spawns the first wave. On desktop hide touch controls; on screens narrower than 800px show two bottom controls: a translucent blue circular "MOVE" virtual joystick at bottom-left (about 104px diameter) and a smaller translucent red-orange circular "FIRE" button at bottom-right (about 82px diameter). Dragging the joystick controls movement and holding FIRE shoots. Keep the visual style clean, minimal, futuristic, and readable: navy background (#07111d / #08111f), cyan/teal player and core lighting, red-orange enemies and fire control, translucent dark HUD panels with thin blue borders, and bright cyan projectiles. Include subtle bloom-like emissive materials, ambient/directional lighting, shadows, and small particle bursts, but do not add unshown weapons, enemy types, health bars, inventory, or other mechanics.

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