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Storm Skirmish

  • 3d
  • third-person-shooter
  • arena
  • action
  • low-poly
  • 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. irpkid13 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Storm Skirmish yet. Play it, then tell irpkid13 what you would add next.

Make your own game

Storm Skirmish was built by irpkid13 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 Storm Skirmish 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 Storm Skirmish

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-playable 3D third-person arena shooter titled “Storm Skirmish.” Use Three.js or an equivalent 3D engine with a perspective camera following the player from behind at about 8 units away and elevated slightly. The world is a broad flat square grass arena under a bright blue sky, with atmospheric blue fog/haze in the distance. Make the visual style colorful, simple, low-poly/stylized, with soft shadows and chunky Quaternius-like soldier and environment models.

The player starts near the center/front of the arena as a blue-clad soldier character, with an idle/walk animation if available. Place scattered blocky trees around the perimeter and interior, wooden cube crates, and large low-poly rocks as cover. Add a large thin cyan circular storm boundary ring on the ground, initially about 28 units in radius. Over time it steadily shrinks, but never below about 9 units. The player takes continuous damage while outside the ring, so staying inside the shrinking arena is essential.

At game start, show a full-screen dark translucent start overlay with a large yellow rounded “DROP IN” button. The game does not begin until this button is clicked. Once started, show a small white crosshair centered on the screen and lock/use the pointer for aiming where supported. The player moves with WASD, can sprint with Shift, jump with Space, and aims toward the camera’s center. Clicking fires a small glowing yellow projectile from the player toward the center reticle. Projectiles travel quickly in a straight line and disappear after a short lifetime; a hit within roughly one unit of an enemy deals one damage.

Spawn exactly six hostile red soldier enemies at random locations in the roughly 42-by-42 central area. Enemies have three health points, pursue the player when alive, turn to face the player, and stop close to the player rather than overlapping. When within about 18 units, they periodically attempt a ranged attack; each attack has a chance to remove 4 player-health points. Hide/remove an enemy after its health reaches zero and increment the score. The player begins with 100 health. If health reaches zero, end the game and display “ELIMINATED — press R.” If all six enemies are defeated, end the game and display “VICTORY — press R.” Pressing R after either ending reloads/restarts the game.

Include the two extra mechanics visible in the controls and code. Press B to toggle build mode, updating a small HUD label between “BUILD MODE OFF” and “BUILD MODE ON.” In build mode, clicking places a brown wooden wall segment about 3.6 units wide and 2.5 units tall a few units in front of the player, snapped to a coarse grid and rotated to face the player’s forward direction. Keep placed walls in the arena. Press T to toggle a simple golden scooter: construct it from a gold metal deck and handlebar/stem with two black wheels, attach it to the player, hide the soldier while riding, and increase movement speed from about 7 to about 11. Update a HUD label between “SCOOTER OFF” and “SCOOTER ON.” Clicking outside build mode always shoots.

HUD layout: at the top left show “STORM SKIRMISH”; at the top right show “Enemies: 6 · Storm: 100%,” dynamically reducing the enemy count and storm percentage as gameplay progresses. Below the top area show the build-mode state at left and scooter state at right in dark translucent rounded labels. Put the centered circular crosshair over the 3D view. At the bottom left show a white-outlined horizontal health bar filled bright green, shrinking with damage. At the bottom center show a dark translucent rounded help strip reading exactly or nearly: “WASD move · Shift sprint · Space jump · Click shoot · B build + click · T scooter · R restart”. Use white text with subtle dark shadowing. Keep the arena, ring, props, enemies, projectiles, and player visually readable, with no extra gameplay systems or invented UI.

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