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Arcade › Stormfront Skirmish
Click the game above and it runs right here in your browser. No download, no installer, no account needed. coledan001 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 coledan001 what you would add next.
Stormfront Skirmish was built by coledan001 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 browser-based 3D third-person arena shooter titled “Stormfront Skirmish.” Use a bright, low-poly stylized look with simple Quaternius-like humanoid soldier models, chunky geometry, flat grassy terrain, soft shadows, and a clear sky-blue background with matching distant fog. Camera and player: use a perspective third-person camera following a soldier avatar from behind at roughly 7 units distance. Place the player on a circular battle island at world position (0, 0, 18), initially facing into the arena, and attach a stylized assault rifle to the character’s right/front side. The player should be able to move with WASD or arrow keys, look by dragging/pointer movement, sprint while holding Shift, and jump with Space. Support the large on-screen FIRE button as well as clicking/tapping the game view to shoot. Keep the action readable from behind the avatar, with the player occupying the foreground and enemies and cover spread across the arena. Arena: make a large circular island approximately 42 units in radius, with a darker green outer ground and a lighter green circular inner field approximately 30 units in radius. Add 24 scattered waist-high cover crates arranged in rings around the center: brown box bodies about 1.8 x 1.4 x 1.8 units with dark blue-gray metal slabs on top. Add roughly 10 low-poly blocky trees around the outer perimeter and about 18 low-poly rocks distributed in the outer/mid arena. Use cast and receive shadows, warm directional sunlight, cool hemisphere fill light, and subtle blue rim lighting. The world should feel open and uncluttered beyond the cover objects. Opponents and combat: spawn exactly 5 rival soldier characters around the arena, arranged around a ring at approximately 10–18 units from the center. They should use the same low-poly soldier style and play a running animation. Rivals do not use ranged weapons in the observed mechanics: each rival detects the player within 22 units, runs directly toward the player at about 1.1 units per second, turns to face them, and deals continuous close-contact damage when within 1.7 units at about 10 health per second. The player begins with 100 HP and 18/18 ammunition. Shooting fires a ray from the camera toward the center of the view; each shot consumes one round and hits the first rival intersected. Each rival has 60 HP, each hit deals 34 damage, and a defeated rival disappears and awards 100 score, so two successful hits defeat one rival. Do not add pickups, reloading, weapons, enemy projectiles, or other combat systems not described here. Storm rule: begin with a storm countdown of about 72 seconds and a safe radius of 31 units. Display the countdown and radius in the HUD. Before the countdown ends, the radius remains at 31; after it reaches zero, continuously shrink the safe radius very slowly, never below 10 units. If the player is outside the current radius, drain health at 7 HP per second and show a subtle damage/hit response. When storm damage reduces health to zero, stop active play, display “Storm claimed you,” and reveal a “DROP AGAIN” restart button that reloads/resets the game. Preserve the last-one-standing theme, but do not invent a separate victory screen or win condition beyond the existing rival count and score tracking. HUD/UI: overlay the game with fixed translucent dark navy rounded panels. In the upper-left show the uppercase cyan title “STORMFRONT SKIRMISH,” and beneath it text like “Storm closes in 72s · Safe radius 31.” In the upper-right show the current health as “100 HP,” ammunition as “18/18 ammo,” the number of living rivals as “5 rivals,” and “Score 0,” updating continuously. Center near the top show the gold uppercase banner “LAST ONE STANDING.” At the bottom center, show a dark rounded help panel reading: “WASD / arrows move · drag to look · Shift sprint · Space jump · click or FIRE to shoot”. Put a circular coral-red FIRE button with a pale border at bottom-right. Include a centered gold DROP AGAIN button that is hidden until storm death. Keep the UI responsive, with smaller spacing and help text on narrow screens, and ensure UI controls receive pointer/touch input without moving the camera. Use responsive WebGL rendering, ambient/hemisphere and directional lighting, shadows, anti-aliasing, and atmospheric fog. Maintain a crisp, colorful low-poly battlefield presentation matching the screenshot: green ground, blue-gray crate tops, brown crate sides, blocky green trees, dark green soldiers, and a pale blue sky. Track and expose the current health, ammo, score, storm radius/timer, alive state, living enemy count, and player position for game state inspection, but do not show debug overlays.