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Arcade › Star Sentinel
Click the game above and it runs right here in your browser. No download, no installer, no account needed. jackbrissenden616 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Star Sentinel yet. Play it, then tell jackbrissenden616 what you would add next.
Star Sentinel was built by jackbrissenden616 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 Star Sentinel 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.
Create a playable 3D third-person action game titled “Star Sentinel” using a Three.js-style scene. The player controls a hovering, blocky superhero above a large stylized city grid, viewed from a smooth chase camera positioned behind and above the hero. The camera is a 65-degree perspective camera and follows the player while looking toward the hero’s upper body; the hero begins around (0, 8, 0), with the camera offset roughly 7 units upward and 16 units behind. Keep the world bounded to approximately x/z = -100 to 100 and altitude y = 3 to 55. The environment is a bright comic-book city under a flat sky-blue sunset-like atmosphere with blue fog. Build a broad dark ground plane, intersecting dark roads running along the X and Z axes, and many randomly varied, blocky rectangular skyscrapers arranged in a grid away from the central roads. Buildings should be gray-blue/slate colors, roughly 8–42 units high, with soft translucent warm yellow-orange glowing window-like planes on some faces. Use directional sunlight, hemisphere ambient light, soft shadows, and a slightly cinematic/filmic look. The central flight corridor should remain visually open enough for combat. The hero is a stylized low-poly/block-built flying humanoid seen from behind: a blue rectangular torso, large white rectangular chest panel, red belt, red block arms angled slightly outward, blue block legs, and a simple spherical skin-colored head with a dark hair cap. Add tiny glowing red eye points on the face. Attach a cape behind the torso with alternating red and white horizontal stripes, a blue shoulder-side field, and a few small white star details. The hero should face/turn toward the mouse aim point, lean subtly with horizontal movement, and hover without a walking animation. The core goal is to survive for 90 seconds and destroy attacking drones for score. Start at score 0, health 100, wave 1, and 90 seconds. Spawn the first wave with 4 + (wave number × 2) hostile drones in a ring around the player, at distances approximately 18–54 and altitudes 8–26. When all drones are destroyed, wait about 0.8 seconds, increment the wave, and spawn a larger wave. Each drone has 3 health and is a metallic gray spherical body with an orange glowing torus ring around it, four radial dark/metal rotor bars with orange glowing tips, and a continuously rotating/bobbing motion. Drones pursue the player: from farther than 12 units they move toward the player, while nearby drones back off, with vertical bobbing. A drone collision within about 2.4 units continuously damages the player at 22 health per second. Drones periodically fire small orange spherical projectiles when within 42 units; shots travel toward the player at about 28 units/second and deal 12 damage on contact. Controls must be implemented exactly: WASD flies relative to the camera (W forward with a faster boost speed around 28, S backward, A/D strafe left/right), Space rises, and either Shift key dives. Movement accelerates/decelerates smoothly rather than stopping instantly. Mouse movement aims the hero and determines the firing direction. Left mouse click fires a red laser-eye projectile, limited to one shot every 180 ms. Show the laser as a bright thin red cylinder traveling rapidly forward (about 150 units/second) and fading after roughly 0.22 seconds. Laser hits within about 1.75 units damage a drone by 1 health, create a small burst of red particles, and remove the projectile. Destroying a drone gives 100 points and creates a larger yellow-orange particle explosion. Enemy shots and explosions should also use short-lived simple glowing particle bursts. Include a translucent dark rounded HUD panel in the upper-left showing “Score”, “Health”, “Wave”, and “Time” with live numeric values. Include a matching upper-right instruction panel with the title “STAR SENTINEL” and the controls text: “WASD fly • Space rise • Shift dive”, “Mouse aim • Click laser eyes”, and “Destroy drones. Press R to restart.” Use large pale blue/white HUD typography and a yellow title. Add a small white crosshair at the screen center if needed to make mouse aiming readable, consistent with the screenshot’s visible cross-shaped aiming marker. The timer counts down in seconds and the HUD displays rounded health and ceiling timer values. If health reaches zero or the timer reaches zero, stop gameplay and show a centered overlay reading “Mission Failed” with “Score [score] • Press R to try again”. Press R restarts the entire encounter: clear drones, lasers, enemy shots, and particles; reset score to 0, health to 100, wave to 1, timer to 90, player position to (0,8,0), and spawn wave 1. Implement P as a pause toggle and show a centered “Paused” message while paused; camera rendering may continue smoothing but game simulation must stop. Do not add menus, weapons, pickups, story scenes, or other mechanics not described here.