Arcade › Stormfront Skirmish
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Daniel Sidorkin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Stormfront Skirmish yet. Play it, then tell Daniel Sidorkin what you would add next.
Stormfront Skirmish was built by Daniel Sidorkin 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 Stormfront 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.
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 first-person arena shooter titled “Stormfront Skirmish.” Use a bright stylized low-poly/toon look with a sky-blue background and atmospheric fog, strong warm directional sunlight, soft shadows, and a large flat circular green island/arena surrounded by a thin sandy rim. Place a pulsing translucent blue storm ring on the ground around the central play area; staying outside the ring gradually drains the player’s shield. The camera is first-person, starting near the south side of the arena, with a small circular crosshair in the center. The player avatar itself should not be visible from the first-person view, but shots originate from the camera and a simple dark gun is visible at the lower-right/front until a pickup weapon is equipped. The objective is to eliminate all hostile hunter drones/characters in the arena while surviving. Populate the arena with ten red/pink low-poly humanoid/capsule enemies: rounded cylindrical red bodies, pale spherical heads, glowing cyan visors, and dark navy backpack/side equipment. They begin at scattered positions around the arena, pursue the player when farther than about six world units, and periodically fire slow pink/red energy bolts when within about fifteen units. Each hunter has three hit points and disappears when defeated. Player shield starts at 100; enemy projectiles deal significant damage, and the storm boundary also damages the player. End the game with a victory overlay when no hostiles remain, or an “Eliminated” overlay when shield reaches zero. Include a restart button on the end screen. Movement should support WASD and arrow keys, with movement relative to the player’s current yaw, plus on-screen directional-pad buttons on touch devices. Let the player drag mouse or touch on the canvas to look around freely (yaw and pitch), and support Space or a large red FIRE button to shoot. Fire a bright cyan energy bolt from the camera along the center aim direction, with a short cooldown, limited lifetime, and a small recoil/kick animation. The default weapon is a “Blaster”: one damage per hit, roughly 20-unit projectile speed, and about 0.28 seconds between shots. Provide three floating glowing weapon pickups in the arena: rapid blaster, burst blaster, and plasma blaster. Walking over them equips the strongest tier reached, hides the pickup, and changes fire rate/damage: Rapid uses approximately 0.16-second cooldown, Plasma approximately 0.12 seconds, with increased projectile damage/speed. Visually make pickups hover and rotate over a glowing circular pad. Scatter low-poly environmental cover and destructible scenery across the island: brown wooden crates, gray rocks, stylized pine trees, grass patches, hills, walls, and other colorful nature/market/dungeon-like modular props. Props should cast shadows and block player movement. Standard breakable scenery has a few hit points; shots make it disappear when destroyed. Add multiple larger shootable supply crates arranged in lines/groups around the arena. They take two normal hits to destroy, disappear when broken, increment score, and cause a previously unused weapon drop to appear nearby; walking over a dropped weapon equips its weapon tier and makes it vanish. Also include distant raised mountain/rock scenery around the north edge, with a central large climbable mountain slope so the player’s elevation smoothly rises while walking toward its center. Use a clean HUD over the game: dark translucent rounded cards with cyan borders/labels. Top-left card reads “STORMFRONT SKIRMISH” and shows “SHIELD 100” (updating to the current shield). Top-right card is labeled “HOSTILES · WEAPON” and shows the current remaining enemy count and weapon name, such as “6 left · Blaster.” At the bottom center show instructions: “Drag anywhere to look · WASD / arrows or the pad to move · Space / FIRE shoots · break crates for weapons.” On touch layouts, show the translucent four-button directional pad at lower left and a large circular red FIRE button at lower right; keep the crosshair centered. Maintain the cheerful green/blue arena palette contrasted with red enemies, pink enemy bolts, cyan player bolts, and dark navy UI. Keep the experience as a compact single-arena survival skirmish: no invented menus, multiplayer, inventory, reload, or additional game modes.