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Strike Ring

  • 3d
  • first-person-shooter
  • arena-shooter
  • mobile-friendly
  • sci-fi
  • 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 Ring yet. Play it, then tell Ariya 4Game what you would add next.

Make your own game

Strike Ring 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 Ring 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 Ring

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 first-person 3D arena shooter titled "Strike Ring." Use a Three.js-style FPS camera with a dark blue/teal sci-fi training arena, atmospheric fog, soft shadows, and bright cyan and red accent lighting. The player starts at position (0, 0, 12), with a first-person camera and a visible machine-gun weapon model held at the lower right. Use FPS controls: mouse/touch look and keyboard movement through an FPS controller, with movement speed about 5.5, jump speed 8, and gravity -22. The arena should be a large 70x70 floor enclosed by a rear wall and two side walls, with multiple waist-high rectangular teal cover blocks: around (-6,-4), (6,-6), (-7,7), (8,6), plus a larger center block near (0,1). Place twelve small dark metallic barrier blocks in a circular perimeter ring at radius 13, each rotated radially. Make the floor and cover subdued blue-green metal/concrete, with a dark navy background and fog extending into the distance.

Spawn six hostile enemies around the arena at approximately (-8,-8), (8,-10), (-10,0), (10,0), (-8,9), and (8,9). Prefer a toon-shooter humanoid enemy asset; if unavailable, use a simple glowing red/pink capsule body with a spherical head. Each enemy has a bright red emissive torus warning ring on the ground beneath it. Enemies begin with 100 HP, face the player, move toward the player when within 28 units (until about 8 units away), and periodically shoot when within 24 units. Enemy shots are blocked by arena cover, have distance-dependent accuracy, display a short glowing pink tracer, show an "UNDER FIRE" message, absorb up to 8 damage with armor, and deal 12 minus absorbed damage to health. Start the player at 100 health and 50 armor. If health reaches zero, reset health to 100, armor to 50, teleport the player back to the starting point, and show "RESPAWN". Killed enemies disappear and respawn after about 1.6 seconds at a random outer position with full health. Show a brief hit marker and messages such as "HIT" and "ELIMINATION".

Implement hitscan shooting from the center camera crosshair, with arena geometry blocking shots. Include five selectable weapons with the exact names and behavior: RIFLE (30-round magazine, 90 reserve, 27 damage, 105 ms fire interval, 0.012 spread, 100 range, 650 ms reload); SMG (40 magazine, 120 reserve, 17 damage, 72 ms interval, 0.035 spread, 75 range, 700 ms reload); SHOTGUN (8 magazine, 40 reserve, 12 damage per pellet, 720 ms interval, 0.14 spread, 8 pellets, 42 range, 850 ms reload); SNIPER (5 magazine, 25 reserve, 110 damage, 900 ms interval, 0.002 spread, 150 range, 900 ms reload); and PISTOL (12 magazine, 60 reserve, 34 damage, 220 ms interval, 0.025 spread, 80 range, 500 ms reload). Head/spherical enemy hits do double damage. Holding the fire pointer continuously fires according to the weapon's fire rate; clicking or tapping fires once. If the magazine is empty, automatically begin reload. Reload with R or the on-screen RELOAD button; block weapon switching while reloading. Switch weapons with number keys 1-5 or the five touch-friendly weapon buttons.

Build a clean responsive HUD over the game. At the top left, put a translucent nearly-black rounded panel with cyan outline containing white/cyan health text "♥ 100" and "ARMOR 50". At the top right, show "0 - 0" and "ROUND 1" in the same style; score starts at zero and the round remains 1. Put a glowing thin cyan/white plus-shaped crosshair exactly at screen center, and a temporary four-pronged white hit marker over it on successful hits. Place temporary large glowing text near the upper-center for combat messages. At bottom left, show a translucent rounded weapon panel with the weapon name in spaced cyan uppercase and large ammo text such as "RIFLE" and "30 / 90", plus the hint "CLICK / TAP FIRE · R RELOAD · 1-5 SWITCH" on larger screens. At bottom right, place rounded cyan-outlined buttons labeled "1 RIF", "2 SMG", "3 SG", "4 SNI", "5 PIS", and "RELOAD"; highlight the active weapon with a filled blue-teal background. Make it responsive for mobile portrait layouts, preserving the large touch controls. Use bold modern sans-serif typography, translucent glass-like dark panels, cyan borders/glows, white HUD text, and high-contrast neon red enemy effects. Keep the scene moody, sparse, and tactical, matching the shown dark teal first-person screenshot.

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