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Squadline

  • 3d
  • top-down shooter
  • tactical
  • arena
  • sci-fi
  • wave survival
  • endless
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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 playable 3D top-down tactical arena shooter called “Squadline.” Use an orthographic camera looking down at a dark blue futuristic grid arena, with a slightly angled view that shows the characters from above and keeps the player near the lower part of the screen. The arena is a large rectangular floor with subtle glowing cyan grid lines, foggy dark navy background, soft cool lighting, shadows, and several low rectangular cover blocks: west, center, east, north, and south. In the center place a glowing turquoise circular support core with a thin rotating ring; the objective/theme is “SECTOR 07 · HOLD THE CORE,” though the core itself is not given a separate health mechanic in the visible game logic.

The player is a small stylized sci-fi soldier at the bottom of the arena: an emissive capsule-shaped body, bright visor, contrasting chest marking, and a small gun. The default skin is aqua/mint green with a cyan visor. The player moves with WASD or arrow keys, and fires with Space or mouse/pointer; on touch screens provide a virtual circular MOVE joystick on the lower left and a circular red-orange FIRE button on the lower right. Movement direction also determines the firing direction, with the player continuously able to fire while the pointer/fire control is held. Keep movement constrained to the arena bounds and make units collide/resolve against the low cover blocks.

Enemies spawn around the outer edge and advance toward the player, damaging HP when they get close. Implement escalating timed waves: the initial wave spawns several enemies, more enemies spawn over time, and waves advance after roughly 25 seconds initially and about 22+ seconds later. The player earns score, credits, and Zepo by defeating enemies. Show bright projectile spheres: cyan from the player and green from allied recruits. Add small glowing particle bursts on shots and kills. Enemy types should unlock progressively by wave and have visibly distinct stylized forms/colors and stats: red grunt (basic), orange runner (fast), pink/purple brute (larger and tougher with side spikes), blue-gray tank (very tough), teal spiker (with small floating orbs), yellow bomber (with a glowing ring), lime swarm (small and fast), and purple necromancer (large polygonal body with orbs). At wave 20 in Standard mode, spawn a very large purple “ranked” boss with high HP, damage, and reward; defeating it ends the standard run with a victory message. Endless mode continues instead. If the player reaches zero HP, end the run with “SQUAD DOWN,” showing score, raiders cleared, and credits, and offer redeploy/play again.

Recruitable allies are bright green glowing capsule soldiers with a light badge. A recruit appears initially near the core and additional recruits can appear on even waves or through timed events. They move toward the player and automatically join when close, up to a maximum army size of eight. Once recruited, allies form a loose ring around the player, follow the player, and automatically fire green projectiles in the player’s last movement/firing direction. Display the current ARMY count in the HUD.

Before starting, show a large translucent dark “DEPLOYMENT LOADOUT” panel centered over the game. Include Standard and Endless mode choices, with Standard selected by default and explanatory text that Standard ends after The Ranked at wave 20. Include Normal, Easy, and Hard difficulty buttons, with Normal selected initially; difficulty changes enemy health, speed, damage, and rewards. Include a music dropdown with Pulse Drive, Siege Drums, Night Watch, Iris Out · inspired mix, and Silent options; music can be simple generated oscillator-style background audio and should start after deployment. Include a selectable skin loadout. Free skins should be visible as colored chips for Aqua, Ember, Violet, Mint, Gold, Crimson, Arctic, Lime, Rose, Sky, Jade, and Sunset. Also show unlocked and paid skins: Copper (250 credits), Glitch (500), Royal (900), Void (1500), and Solar (3000), plus a Necro Doll unlocked by the expensive Necro box. Skins alter the player body/visor/marking colors and simple decal patterns; default Aqua is selected.

Add a Zepo lockbox section to the loadout. Explain that the player earns 1 Zepo per 100 score. Provide Brown Box for 15 Zepo with common patterns, Blue Box for 50 with rare colors/decals, Black Box for 200 with legendary patterns, and Necro Box for 10,000 with the exclusive image skin. Opening a box immediately unlocks and selects a random skin from that tier, and show a temporary “Zepo Box Opened” notification.

During gameplay, place a fixed HUD over the scene. At upper left show SQUADLINE and “SECTOR 07 · HOLD THE CORE.” At upper right show SCORE, WAVE, HP, CREDITS, ZEPO, and ARMY with bold numeric values and colored accents for credits, Zepo, and army. At the top center show a small hint such as “Move to fire · events every 20 seconds · defeat waves to earn credits and Zepo.” Include a compact UPGRADES panel on the right during play with current money and buttons to buy Damage for 40 credits, Fire rate for 50, Armor for 60, and Move speed for 45. Damage and fire-rate upgrades improve shooting; armor increases survivable HP and reduces incoming damage; speed increases movement speed. Show a prominent purple event banner near the upper center every 20 seconds with a randomly selected event name and description. Events should be concrete gameplay modifiers/rewards such as Supply Drop, Overclock, Blackout, Rally, Bounty, Berserk, Nanobots, Lucky Shot, Frost Field, Hot Zone, Shield Pulse, Swarm Alert, Elite Signal, Ammo Cache, Core Surge, Rush Hour, Clean Sweep, Red Alert, Blue Alert, Golden Minute, Deadeye, Tactical Pause, Reinforcements, Solar Flare, Med Pack, Drone Escort, Iron Skin, Haste, EMP Burst, Overrun, Data Cache, Prize Fight, Last Stand, Critical Mode, Healing Rain, Nightmare, Bonus Round, Zepo Spark, Final Warning, or recruit/army events like Green Beacon, Volunteer Wave, Army Drill, Squad Heal, Recruit Rush, Emerald Signal, Friendly Firebreak, Muster Point, Banner Day, Shield Wall, and Recruit Cache. Apply the relevant effect briefly or immediately, then fade the banner.

Use a polished minimalist sci-fi interface: translucent navy panels, cyan borders, rounded corners, subtle blur/shadows, compact uppercase typography, bright cyan primary deploy button, cyan/teal HUD accents, green army indicators, yellow credit values, and purple event notifications. On mobile hide the keyboard hint and use the move/fire controls; on desktop hide the mobile controls. The overall visual style should be a dark futuristic neon tactical diorama with simple low-poly capsule characters, glowing projectiles, emissive enemy colors, and readable HUD/UI.

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