Arcade › Strike Pocket
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Brandy Thomas built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Strike Pocket yet. Play it, then tell Brandy Thomas what you would add next.
Strike Pocket was built by Brandy Thomas 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 Pocket 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 mobile-friendly first-person 3D arena shooter called “Strike Pocket.” The player fights one AI soldier rival in a compact enclosed arena, earning eliminations; the first side to 10 eliminations wins the current round, and the first to win 2 rounds in a best-of-3 match wins. Each round lasts 180 seconds and begins with a 10-second loadout phase during which combat is disabled and the player can choose a weapon. After being eliminated, the player respawns after about 0.9 seconds and continues until the round ends; the AI respawns after about 2.1 seconds. Use a Three.js-style first-person perspective with a 74-degree normal field of view, reduced to 57 degrees while aiming. Show a small animated cyan-and-white four-bar crosshair at the center, with a hit marker on successful hits. The player camera has mouse-look on desktop and right-side drag-look on touch devices. Desktop controls: WASD or arrow keys to move, mouse to look, left mouse to fire, right mouse to aim, Space to jump, Ctrl to crouch, Shift to sprint, R to reload, Q or number keys 1–5 to switch weapons, and Escape to pause. Mobile controls must visibly include a large translucent virtual joystick on the lower left and right-side circular/rounded buttons labeled AIM, FIRE, JUMP, RLD, SWAP, CRCH, and SPRINT. Make FIRE a prominent red circular button; the other controls use dark translucent circles or pills with white text. Sprint and crouch affect movement, aiming slows movement, and jumping uses simple gravity in the arena. Implement five selectable guns with distinct stats and HUD names: RIFLE (30-round magazine, 120 reserve, balanced, 34 damage), SMG (36/144, fast close, 20 damage), SHOTGUN (6/36, burst spread, 15 damage per pellet, 7 pellets), MARKSMAN (12/48, precision, 72 damage), and LMG (55/165, suppress, 27 damage). Give each different fire rate, spread, reload duration, and recoil shake. Show the current weapon name and large magazine/reserve ammunition counter on the lower-right HUD, e.g. “RIFLE 30/120.” Reload when requested or automatically when attempting to fire with an empty magazine. Add muzzle flashes, short-lived yellow bullet tracers, impact particles, hit markers, recoil/screen shake, delayed health-bar damage feedback, a red damage flash, weapon/hit/footstep audio, and simple enemy muzzle flashes. Include optional aim assist enabled by default, subtly steering near shots toward a nearby visible enemy. The arena must be enclosed by boundary walls and use collision against rectangular cover. Provide two switchable maps. “Training Grid” is a blue-gray concrete arena with a visible combat grid, perimeter walls, blue accent lamps, and scattered low rectangular cover plus taller side and rear blocks. “Crimson Docks” is a darker container-yard/pier arena: a central pier, dark-blue water channels along the left and right edges, red/blue/yellow shipping-container blocks, low colored cover, crate nests, a yellow crane with pillars and overhead beam, hanging red cargo, and warm lamps. Use an enclosed 34-unit-ish play area with fog, shadows, concrete/metal materials, and changing day/night lighting. Load blue and red animated soldier models when available, with simple colored fallback humanoid meshes if models fail; the AI should move toward or away from the player based on range, strafe, seek line of sight, and fire intermittently when within range. The player’s own body does not need to be visible in first person. Build the HUD in a dark translucent neon/arena style matching the reference: across the top, show left “BEST OF 3” with round score text such as “0 Rounds 0,” a large centered timer such as “02:57” with “Round 1” beneath it, and right “FIRST TO 10” with the elimination score “0 - 0.” Put a circular pause button below the timer. Along the lower area show a green-to-lime health bar with a numeric value (initially 100), stance text (STAND/SPRINT/CROUCH), aim-assist status (ASSIST ON/OFF), central crosshair, weapon/ammo readout, and mobile controls. Show a kill feed for recent eliminations identifying the weapon, center-screen messages such as “PICK LOADOUT,” “FIGHT,” “RELOADING,” and round results, and a loadout panel during the 10-second countdown with five weapon inventory slots showing each weapon’s role and ammo capacity. The progress label should show the loadout countdown or the current map/round. Include functional pause, resume, restart, map-switch, fullscreen, and settings menus. Settings should expose mouse/look sensitivity, volume, graphics quality, and an aim-assist toggle. Include victory/defeat result screens showing final round score, eliminations, and deaths, with replay/rematch behavior. Keep the visual style as a polished prototype: dark navy-blue lower arena, cool blue-gray fog and lighting, red/magenta translucent UI accents, bright white typography, cyan crosshair, red enemy/impact cues, rounded HUD panels, and touch-first control layout. Do not add modes, maps, weapons, teammates, or mechanics beyond this single-bot 1v1 match, the two coded maps, five coded weapons, round scoring, respawning, and the shown menus/settings.