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Arcade › Strike District
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Artin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Strike District yet. Play it, then tell Artin what you would add next.
Strike District was built by Artin 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 District 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 shooting-gallery game titled “Strike District.” Use a sober, low-poly urban-combat training-range aesthetic: a gray-blue overcast environment with fog, a broad dark gray concrete/asphalt training ground, soft shadows, muted industrial colors, and thin ochre road/sector stripes across the ground. Frame the action from a first-person perspective with a perspective camera and a service-carbine/pistol weapon visible in the lower-right foreground. The weapon should subtly bob while walking and kick backward/upward when firing. Start with a full-screen dark translucent deployment overlay. Center a bordered dark panel containing the large uppercase title “STRIKE DISTRICT,” the subtitle “Original urban-combat training range,” and a pale rectangular “DEPLOY” button. Before deployment, the scene is visible behind the overlay but gameplay input is inactive. Clicking DEPLOY hides the overlay and enables FPS controls, ideally requesting mouse pointer lock. The player starts near the front of the range at approximately the center, facing toward the target area. Support WASD movement, mouse look, Space to jump, left mouse click to fire, and R to reload. Use walking speed around 4.2, jump speed around 7.5, and gravity around -22. The player has a simple dark gray capsule-like body representation, though the primary view is first person. Keep the camera at human height and allow movement around the open range. Build the range with a large flat rectangular ground platform, fog fading into the distance, and sparse retro-urban cover. Place several damaged concrete/urban barriers around the middle of the course, including positions roughly left-front, right-front, far left, far right, and center. Add blocky cover walls in rows toward the far left and far right. The exact environment should feel like an intentionally arranged tactical training lane rather than a populated city. Place exactly eight stationary red-brown practice targets in two rows of four ahead of the player. Each target consists of a rectangular torso and a spherical head, standing at roughly human height. Arrange the four columns across the range with about 3.2 units between columns; put the second row about five units farther back. Targets should cast shadows. A shot uses a ray from the center of the camera toward the crosshair and can hit any currently visible target torso or head. On a successful hit, make that target disappear permanently, incrementing the score. There should be no enemy AI or return fire. Implement a 30-round magazine. Display “30 / ∞” initially in a dark translucent panel at the lower-right; every shot decrements the magazine, and firing is disabled at zero until R reloads it back to 30. There is no finite reserve ammunition. Show a white centered crosshair made from simple vertical and horizontal lines, and briefly show a yellow hit marker “×” at the center when a target is hit. Add a bottom-center translucent hint panel reading exactly “WASD move · mouse look · click fire · R reload · space jump.” Add a top-left HUD panel with the uppercase label “SECTOR 04” and a live counter initially reading “TARGETS 0 / 8,” changing as targets are hit (for example, “TARGETS 3 / 8”). Keep HUD panels dark translucent with thin pale borders, white uppercase text, and spaced lettering. Preserve the restrained, tactical presentation: gray-blue sky/background, charcoal ground, dark cover, red-brown targets, pale UI, and no decorative effects beyond a tiny muzzle flash/color change and weapon recoil. The core objective is to deploy and shoot all eight stationary targets while navigating the training range.