Arcade › Streetline Arena
Click the game above and it runs right here in your browser. No download, no installer, no account needed. craigfergusonband built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Streetline Arena yet. Play it, then tell craigfergusonband what you would add next.
Streetline Arena was built by craigfergusonband 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 Streetline Arena 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 first-person shooter called “Streetline Arena.” Use a Three.js-style 3D first-person camera with a dark, muted urban arena: a long straight asphalt street/corridor about 18 units wide and 42 units long, enclosed by repeating blocky buildings on both sides and end walls. The left side should alternate brown brick and gray-brown wall blocks, while the right side should use pale stucco and gray-brown blocks. Add a few narrow side-alley divider walls along the street. Use subdued gray, brown, beige, and brick-red materials, soft shadows, fog, and a dark blue-gray atmosphere. The player begins near one end of the street and can move through the arena with WASD or an on-screen joystick, with jump/gravity-style FPS movement. Aim by dragging on the screen/mouse, and keep a simple white plus-shaped crosshair fixed at screen center. A machine gun is visible in the lower-right foreground as the held weapon. Place six stationary enemy soldier characters throughout the street at varied left/right positions and distances. Tint them dark red, give each a small red skull-style marker floating above its head, and show the marker on the radar. Enemies have 100 HP and do not need attack behavior: the core interaction is aiming at them and firing. A hit uses a center-screen raycast; each shot does 50 damage, so two hits kill an enemy. On a successful hit show a brief floating yellow score popup (such as “+25” for a nonfatal hit and “+100” for a kill); on death hide the soldier and its marker, increment the kill count, and briefly display “TARGET DOWN.” Respawn killed enemies after about 4.5 seconds with full health. Implement a 12-round magazine and 60 reserve rounds. Fire with the large circular red FIRE button at bottom-right, mouse/touch click, or equivalent fire input. Limit shots to roughly one every 115 ms, refuse firing while reloading, and automatically begin reloading when trying to shoot with an empty magazine. Provide a RELOAD button beside FIRE and allow the R key; reloading takes about 700 ms, fills the magazine up to 12 from reserve, and displays a temporary “RELOADING” banner. Show the ammo as “12 / 60” initially with the label “AUTO // 9MM.” Build the HUD to match a minimal tactical mobile/FPS interface. At top-left, show a circular radar/minimap with a dark translucent fill, thin gray outer ring, faint crosshair/grid lines, a small teal player dot in the center, and red square enemy blips positioned according to their world locations. At top-right show “RANK / KILLS” and “01 / 0,” with the kill number updating; beneath it show a countdown timer starting at “03:42” and decreasing once per second to zero. Put the white center crosshair over the scene. At bottom-right show the large ammunition readout, red circular FIRE control, and dark rectangular RELOAD control. At bottom-center show the instruction text “WASD / joystick to move · drag to aim · tap FIRE · R reload.” Use clean bold sans-serif typography, white/gray text, subtle black shadows, and a sparse dark interface. The game should begin immediately in the arena with the player, HUD, weapon, and enemies loaded; there is no title screen or victory screen specified.