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Strike Arena

  • 3d
  • fps
  • shooter
  • arena
  • mobile
  • action
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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. Ariya 4Game built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Strike Arena yet. Play it, then tell Ariya 4Game what you would add next.

Make your own game

Strike Arena was built by Ariya 4Game 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 Strike 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.

Read the build brief for Strike Arena

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 "Strike Arena". Use a dark, minimal military training-arena aesthetic with a near-black blue background/sky, gray concrete floor, gray perimeter walls, dark charcoal rectangular cover blocks, metallic posts around the outside, soft shadows, fog, and simple low-detail materials. The camera is an FPS camera with a centered white plus crosshair. Build a large square enclosed arena: a floor about 90 by 90 units, walls on all four sides, central/side cover made from rectangular barriers, and roughly 20 short metal posts arranged in a loose ring near the perimeter.

Start the player in first-person near the south side of the arena, with FPS movement: WASD to move, mouse to look after clicking the arena, Shift sprint, and Space jump. The player itself can be an invisible target/camera rig. On mobile, provide a left virtual joystick for movement, a right virtual joystick for looking, a large FIRE button, and a reload button. Support mouse left-click and the mobile FIRE button for shooting.

Populate the arena with twelve simple humanoid target enemies made from primitive geometry: six red-team enemies initially positioned along the far/north side and six blue-team figures along the opposite/south side. Each enemy consists of a rectangular colored torso, a skin-colored spherical head, and a small metallic gun. Only red-team enemies are valid shooting targets and they pursue the player. Red enemies move toward the player when farther than about 11 units, turn toward the camera, and periodically attack when within 30 units; attacks have a chance to deal 7 damage. Enemies have 100 HP. When a red enemy is killed, hide it, award the player one point, show an "ELIMINATION" message, then respawn it after about 1.6 seconds at a random location roughly 20–32 units from the center. Player damage first removes armor (absorbing up to 65% of incoming damage), then health. Start with health 100 and armor 100. On reaching zero health, reset health and armor to 100, respawn the player at the starting area, increment the enemy score, and briefly show "YOU WERE ELIMINATED".

Implement five selectable weapons, switchable with keyboard number keys 1–5: RIFLE (30 magazine/90 reserve, 27 damage, 105 ms fire interval, low spread, one ray, range 100), SMG (40/120, 17 damage, 72 ms interval, wider spread, one ray, range 75), SHOTGUN (8/40, 12 damage per pellet, 720 ms interval, broad spread, 8 pellets, range 42), SNIPER (5/25, 110 damage, 900 ms interval, very low spread, one ray, range 150), and PISTOL (12/60, 34 damage, 220 ms interval, moderate spread, one ray, range 80). Begin with the RIFLE equipped and 30/90 ammunition. Shooting uses raycasts from the camera with randomized spread; each pellet checks enemy geometry, head hits deal double damage and briefly show "HEADSHOT!", successful hits briefly show a small X hit marker, and killing an enemy increments the player score. Prevent firing while reloading and enforce each weapon's fire interval. If the magazine is empty, automatically initiate reload.

Reload with R or the mobile reload button; reload should take about 650 ms and transfer enough reserve ammunition to fill the current magazine. Switching weapons should update the displayed weapon and preserve the current ammo/reserve behavior; switching is blocked during reload. For fidelity, switching to a different weapon should initialize its displayed magazine/reserve as in the weapon definitions, while retaining the source game's small ammo adjustment behavior when switching (add 2 rounds to the new magazine up to its capacity).

Display a clean white HUD over the game. Across the top center show ROUND 1, score formatted "0 - 0", and a countdown timer starting at 02:00. At center show the white plus crosshair. Bottom left show "ARMOR 100" and a heart icon with health, initially "♥ 100". Bottom right show the current weapon name (initially RIFLE) and large ammo text "30 / 90". Use bold Arial-like text with dark shadows. Temporary large centered messages near the upper-middle should announce HEADSHOT!, ELIMINATION, YOU WERE ELIMINATED, and NEW ROUND. The timer counts down continuously; when it reaches zero, advance the round, reset the timer to 02:00 and both scores to zero, and show "NEW ROUND". Include a subtle bottom hint on desktop: "Click the arena to capture mouse · WASD move · Shift sprint · Space jump · 1–5 switch weapons · R reload". Keep the overall presentation sparse and dark, with no menus or extra invented UI.

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