Appearance
Arcade › Streetline Assault
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Caleb Rose built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Streetline Assault yet. Play it, then tell Caleb Rose what you would add next.
Streetline Assault was built by Caleb Rose 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 Assault 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 first-person arcade shooter titled “Streetline Assault,” using Three.js. Set the scene at night on a long urban street: dark navy sky/background with fog, a broad nearly black asphalt road running along the Z axis, pale raised curbs at both road edges, dim city buildings lining both sides, and scattered construction barriers and traffic cones. Use a stylized low-poly commercial-game look with dark blue/purple shadows, warm directional lighting, blue rim lighting, soft shadows, and a subdued cinematic tone. The game opens with a centered dark translucent rounded menu panel. Show the title “Choose your robot,” explanatory text saying to pick a frame, move with the squad, and collect weapons from the street, four selectable robot-frame buttons in a 2-column grid, a status line, and a “DEPLOY SQUAD” orange button. The four choices are: Leela Scout (fast recon), George Heavy (big frame), Stan Striker (balanced), and Mike Tank (steady armor). Highlight the selected choice blue and update the status to show it is selected. The original visual presentation also uses an orange-highlighted “STREETLINE ASSAULT” title and a red circular FIRE button at bottom right on mobile-sized screens. After deployment, switch into an FPS camera controlled with WASD or arrow keys and mouse aiming; support jumping with Space. Lock or capture the pointer when appropriate. Put the selected robot as the player’s frame and spawn two squadmate robot models ahead of the player, named Alpha and Bravo, using the George Heavy and Stan Striker frames. The player starts near the near end of the street at approximately x=0, y=1.15, z=24, facing down the road. Keep a small white crosshair with blue glow at the screen center. Include a large red circular FIRE button at bottom right for touch/mouse play; clicking the canvas, the button, or pressing F fires. Place exactly eight stationary enemy targets down the roadway at positions approximately (-6,8), (6,2), (-5,-8), (7,-16), (-7,-23), (4,-31), (-3,-39), and (9,-45). Represent each as a simple dark crimson/pink capsule-shaped enemy with a small glowing yellow eye, subtle idle rotation/wobble, and one hit point. The player shoots a ray from the camera center toward the crosshair; enforce roughly 180 ms between shots. The starting Pistol does 1 damage. A successful kill hides the target, adds 100 points, briefly displays “TARGET DOWN,” and updates the HUD. When all eight targets are defeated, display “BLOCK CLEARED — choose another frame to replay” and end the round. Add four glowing weapon pickups along the street: Pistol near (-4, .18, 12), Shotgun near (4, .18, -2), Sniper near (-4, .18, -16), and Rocket Launcher near (4, .18, -30). Give them visible weapon models and a small gold ring, and have the player or squadmates automatically claim them when within roughly 2–2.4 units. Claimed pickups disappear. Equipping updates the weapon HUD and briefly shows e.g. “Shotgun equipped”; weapon damage values are Pistol 1, Shotgun 2, Sniper 3, and Rocket Launcher 4. Squadmates can claim an unclaimed weapon and show a message indicating who picked it up. The fixed HUD should have a translucent dark rounded top bar with “STREETLINE ASSAULT” on the left, and on the right “Targets: [remaining] · Score: [score]” plus “Robot: [selected robot] · Weapon: [current weapon].” Start with remaining targets 8, score 0, robot unselected, and weapon Pistol. Use responsive styling so the menu and fire button remain usable on narrow/mobile screens. Use a dark navy page background, white text, orange action buttons, blue selection accents, and a red/pink fire control. Do not add health, ammo, lives, enemy AI attacks, multiplayer, or other mechanics not described here.