Arcade › Steel Vanguard
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mxnxxl built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Steel Vanguard yet. Play it, then tell Mxnxxl what you would add next.
Steel Vanguard was built by Mxnxxl 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 Steel Vanguard 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 third-person 3D mech shooter titled “Steel Vanguard,” with the subtitle “ORBITAL TRAINING DECK 07.” The game takes place on a dark futuristic circular orbital training deck. Use a near-black navy background with subtle fog, cool blue/cyan lighting, a red accent light toward the rear, and a metallic blue-gray circular floor platform. Add three thin glowing cyan concentric deck rings, alternating cyan and red radial guidance beams across the floor, twelve evenly spaced dark-blue rectangular perimeter pillars, a large command/base structure at the back of the arena, and four scattered pickup-crate props. Use a stylized low-poly/space-kit visual style with strong cyan and red emissive accents, shadows, and atmospheric lighting. The player is a humanoid combat mech positioned near the front of the circular deck, viewed with a perspective third-person camera that follows behind it. The mech should have an idle animation and support movement in the horizontal plane, jumping, and camera look. Implement keyboard controls: WASD or arrow keys to move, Shift to sprint, Space to jump, and dragging to look around. Also provide a large circular mobile/touch FIRE button in the lower-right corner. Keep a centered minimalist crosshair made from thin horizontal and vertical white lines. Place exactly three small flying enemy drones around the arena (initial positions roughly left-rear, right-rear, and directly at the far rear). They hover around y=1.3 with a gentle sinusoidal bobbing motion, turn to face the player, and slowly move toward the player. When within about 2.4 units, they damage the player’s core continuously at roughly 3 health per second. Each drone has 2 hit points. The player fires red plasma bolts when F is pressed or the FIRE button is pressed: spawn a narrow glowing red cylindrical bolt from the mech, travel in the direction of the camera aim at high speed, and expire after about 1.5 seconds. A bolt hitting a drone within roughly 1.15 units removes one hit point; destroy the drone after two hits, hide it, reduce the visible hostile count, and add 100 score. There is no reload or ammunition system. The HUD must remain over the 3D scene in translucent dark glass panels with thin cyan borders and subtle blue glow. Put a top-left title panel with bold white “STEEL VANGUARD” and smaller spaced text “ORBITAL TRAINING DECK 07.” Put a top-right right-aligned statistics panel showing “CORE 100,” “HOSTILES 3,” and “SCORE 0” at the start; update core health, remaining hostiles, and score live. Put a lower-left instruction panel reading “WASD / ARROWS move · SHIFT sprint · SPACE jump · F fire · drag to look.” Put the circular red-tinted FIRE button at bottom right with white “FIRE” text. When a drone is destroyed, briefly show a centered upper notification reading “TRAINING TARGET DESTROYED.” If the core reaches zero, stop gameplay and show “CORE FAILURE — REFRESH TO REDEPLOY” in the notification banner. Include a brief brightness flash effect when firing. Support responsive resizing and mobile-friendly touch interaction. The goal is to destroy all three training drones while keeping the mech’s core above zero.