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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. Anthony Liu 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 Anthony Liu what you would add next.
Strike District was built by Anthony Liu 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 first-person shooter titled “Strike District.” Use a Three.js-style realtime 3D scene with a dark blue-black industrial setting, fog, soft shadows, and a clean tactical HUD. The player starts at the south end of a rectangular industrial block and looks down lanes toward the north. The ground is a large charcoal-gray plane with several thin pale-gray longitudinal road stripes. Enclose the play area with tall side walls and a back wall; place two large gray industrial warehouse/building masses toward the back left and back right, plus brown wooden crate cover at positions along the lanes and a low gray central barrier. Keep the visual style low-poly/game-kit industrial: muted slate-gray structures, brown crates, restrained lighting, and atmospheric fog. Light the scene with a warm directional key light, cool blue fill, and a soft hemisphere light. Use a first-person camera with a visible machine gun model held in the lower-right foreground. The player is an invisible/abstract FPS avatar controlled with WASD movement, mouse look, click to fire, Shift to sprint, Space to jump, and R to reload. Start the player near (0, 0, 10), facing into the district. Support pointer lock after clicking Deploy and when firing. Aim with a centered white plus-shaped crosshair. A successful hit briefly displays a yellow “×” hit marker at the center. There are exactly six hostile blocky soldier targets, positioned approximately at (-10,-13), (10,-15), (-6,-8), (8,-6), (-11,3), and (12,5) in world x/z coordinates. Render them as low-poly/blocky soldier character models, facing and subtly tracking the player, with idle animation. Each enemy has 100 HP, and each successful bullet hit deals 34 damage, so three hits eliminate one target. Dead targets become invisible and no longer act. While alive, an enemy counts down a firing cooldown and, when within 20 units, periodically attempts to damage the player; the attack should only actually hurt the player with a roughly one-third chance and only when closer than 10 units, dealing 20 damage. Give the player 100 health internally; when it reaches zero, show the mission-failed end screen. Do not add a health bar unless desired only as a nonessential hidden/internal mechanic, because the shown HUD does not display health. Implement a machine gun with 30 rounds in the magazine and 90 reserve rounds. Fire at most once every 0.11 seconds; firing consumes one round. If the magazine is empty, trigger reload automatically, and R also starts reload. Reload takes about 1.15 seconds, transfers enough reserve ammunition to refill the 30-round magazine, and cannot occur if already full or reserve is empty. During reload, show “RELOADING…” in place of the ammo text. The top-right HUD must show “AMMO 30 / 90” initially and update the current magazine/reserve values, plus “TARGETS 0 / 6,” incrementing the target count per elimination. Raycast from the camera center so shots hit enemies under the crosshair. When all six enemies are eliminated, stop gameplay and show a centered victory modal titled “BLOCK SECURED,” with text “All hostiles are down.” and a “REDEPLOY” button that reloads/restarts the game. On player defeat, show “MISSION FAILED,” text “You were overrun.” and a “RETRY” button that reloads/restarts the game. Before deployment, show a full-screen translucent dark overlay and centered rounded dark slate card. The card title is “STRIKE DISTRICT,” with the description “Push through a hostile industrial block. Eliminate the targets and keep moving.” and a light-blue “DEPLOY” button. Behind it, the scene and HUD remain visible/dimmed. The persistent HUD has a top-left translucent dark panel with blue spaced uppercase “STRIKE DISTRICT” and “Clear the block” beneath it; a matching top-right panel contains the ammo and target counters. Put the crosshair in the center, the small hit marker over it, and bottom-center gray instructions reading exactly “WASD move · mouse look · click fire · R reload · Shift sprint · Space jump”. Use rounded panels, subtle white borders, blur/translucency, strong readable sans-serif typography, and a restrained light-blue accent (#9bd1ff). Make the layout responsive, with the centered card shrinking on small screens and the hint moving upward slightly on mobile. Keep the camera perspective broad (about 75 degrees), near clip around 0.05, far clip around 90, and fog beginning around 18 units and fading by about 65 units. The objective is simply to push through the block and eliminate all six targets while managing ammunition and avoiding enemy damage.