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Strike Sprint

  • 3d
  • first-person-shooter
  • arena-shooter
  • mobile
  • action
  • low-poly
0
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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. Brandy Thomas built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Strike Sprint yet. Play it, then tell Brandy Thomas what you would add next.

Make your own game

Strike Sprint 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 Sprint 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 Sprint

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 Sprint.” Use a Three.js-style first-person camera in a compact square outdoor arena: a large green grass floor with a subtle grid, low gray modular cover walls forming the perimeter and several interior lanes, and scattered brown barrels. Use stylized low-poly soldier models: the player is the local first-person soldier (body hidden from view), and five blue enemy soldiers spawn around the arena. Set a bright blue daytime sky with fog, directional sunlight and shadows, while gradually cycling the scene lighting/background and grass toward a darker night tint over time.

The game begins on a full-screen dark translucent blurred menu overlay with a centered rounded navy card. Show the title “Strike Sprint,” explanatory text saying it is fast mobile-friendly arena combat, first to 10 eliminations wins a round, and best of 3 wins the match. Include Start Match and Settings buttons. When playing, show a first-person crosshair at screen center made of four white bars and a cyan center dot, with a hit marker briefly appearing on successful hits. The player starts at the south side of the arena with 100 health, a 30-round magazine and 90 reserve ammunition, and a 3-minute round timer.

Core loop: the player moves through cover, aims and fires a carbine at enemy soldiers. Each shot consumes one round, fires at roughly 115 ms minimum intervals, displays a brief cyan tracer, muzzle flash, small screen shake and fire sound, and deals 34 damage; enemies have 100 health, so three hits eliminate one. Enable mild aim assist by slightly steering shots toward enemies very close to the crosshair. On enemy hit, show a bright hit marker and yellow hit sparks. Shots hitting walls or barrels produce pale impact particles. Enemies navigate semi-randomly around the player, avoid cover colliders, face the player, and periodically fire orange-red tracers at close range; successful enemy shots reduce player health by about 7–15 and cause a red damage vignette and screen shake. On player death, increment the enemy elimination score and respawn the player at the starting location with full health. Eliminated enemies disappear/enter a death state and respawn after about 2.4 seconds at a random arena position.

A side wins the round at 10 eliminations, or when the 3:00 timer expires (the higher score wins). Track player and enemy eliminations separately. Track round wins in a best-of-three match; reaching two round wins ends the match. Show a result overlay for Round Won/Lost or Match Victory/Defeat with elimination statistics and buttons for Replay Match, Rematch Round, and Main Menu.

HUD layout: top center has a dark translucent scoreboard showing round wins such as “0 - 0” with “Best of 3,” a yellow timer such as “03:00,” and an eliminations card such as “0 / 10” with “Elims.” Upper left has a green-to-lime rounded health bar with numeric health centered inside and status text beneath. Upper right has large ammo text “30 / 90” and yellow uppercase weapon label “CARBINE.” Below it is a stacked kill feed showing recent entries such as YOU CARBINE BOT 1 and BOT 2 RIFLE YOU. Add a pause button with the “Ⅱ” symbol at bottom right. On mobile, display an oversized translucent circular joystick at bottom left with a cyan thumb, plus circular buttons labeled SPRINT, FIRE (large red button), AIM, JUMP, CROUCH, RELOAD, and SWAP positioned around the bottom/right edges. Dragging the right side of the screen aims.

Controls: desktop keyboard WASD or arrow keys to move, mouse movement while pointer-locked to aim, left mouse button to fire, Space to jump, Shift to sprint, C or Ctrl to crouch, R to reload, Q or 1 to switch the displayed weapon label between CARBINE and BURST SMG, and Escape to pause/resume. Mobile uses the left joystick for movement, right-side drag for aiming, and the labeled touch buttons. Sprint raises movement speed from about 4.7 to 7.5; crouch lowers speed and camera height; aiming lowers movement speed; jumping is a simple gravity-based jump.

Reloading takes about 1.25 seconds and fills the magazine from reserve ammunition. The settings overlay should provide aim sensitivity, touch-control scale, volume, an aim-assist toggle, and a high-graphics/particles toggle. Style all UI with clean bold white system typography, rounded translucent dark navy cards, cyan primary buttons, red fire control, yellow timer/weapon accents, subtle borders, shadows, and backdrop blur. Include simple laser, hit and jump/handling sounds, bullet tracers, muzzle flashes, impact sparks/dust, screen shake, damage flash, shadows, fog, and animated soldier movement where available. Keep the camera and HUD responsive to desktop and phone aspect ratios.

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