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Arcade › Strike Zone

Strike Zone

  • 3d
  • fps
  • arena shooter
  • military
  • wave survival
  • low poly
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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. xitxan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Strike Zone yet. Play it, then tell xitxan what you would add next.

Make your own game

Strike Zone was built by xitxan 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 Zone 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 Zone

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 arena shooter titled "Strike Zone". Use a dark navy sky/background with light fog, a large square muted gray-green ground plane covered by a subtle square grid, and soft directional shadows. Build a sparse military training arena from simple low-poly rectangular concrete/olive-gray cover walls: a long wall across the far area, side walls, and several shorter low barriers arranged around the open play space. Use a perspective FPS camera with mouse pointer-lock look and a centered white plus-sign crosshair.

The player is an invisible first-person character starting near the back of the arena, with WASD movement, Shift to run, Space to jump, mouse click to fire, and R to reload. Show the Spanish control hint along the bottom: "WASD moverte · Shift correr · Espacio saltar · Click disparar · R recargar" (hide this hint on coarse/touch pointers). Add collision against the ground and cover objects so the player cannot pass through them. The scene should feel like a restrained, functional low-poly military FPS prototype rather than a detailed photorealistic game.

Enemies are animated humanoid male soldier models in military clothing, spawned in circular positions around the player at the beginning of each wave. Start at wave 1 and spawn 3 + current wave soldiers, capped at 8 (so wave 1 has four). Each enemy has 2 hit points and slowly homes directly toward the player; when close, they stop and periodically cause a brief translucent red full-screen damage flash. Do not add a player health bar or death system, because the visible game only communicates damage through this flash. Enemies face the player while approaching. A successful shot uses a center-screen raycast, consumes one round, briefly enlarges the hit enemy as feedback, and removes it after two hits. Award 100 points per defeated enemy. When all enemies in a wave are gone, advance the wave number and spawn the next wave shortly afterward. The player has 30 rounds, displays an infinity reserve as "Munición 30 / ∞", and can manually reload with R or automatically attempt to reload when firing empty; reloading takes about 0.9 seconds and displays a "RECARGANDO" indication in the HUD. Shots should have a short fire-rate limit of about 125 ms.

Create a fixed HUD over the 3D view: at upper left, a dark translucent rounded panel with the bold two-line title "STRIKE\nZONE" and beneath it "Oleada 1" (updating to the current wave); at upper right, a matching panel showing "Puntos 0" and "Munición 30 / ∞" (updating score and ammo). Use white text, subtle borders, shadow, and blur. Place the white crosshair exactly at screen center. The game opens with a full-screen dark translucent start overlay and centered card titled "STRIKE ZONE", a short Spanish description about an original arena shooter inspired by military FPS action and eliminating enemy soldiers to survive waves, plus an orange button labeled "ENTRAR A LA ARENA". Clicking it hides the overlay, enables pointer lock, and starts the first enemy wave. Render at full window size with responsive resizing, antialiasing, shadows, ambient hemisphere lighting, warm directional sunlight, and a subdued dark military color palette. Do not add weapons visible on screen, minimaps, extra pickups, boss enemies, or other UI not described here.

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