Appearance
Arcade › Strikegrid
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Endrick Marlley built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Strikegrid yet. Play it, then tell Endrick Marlley what you would add next.
Strikegrid was built by Endrick Marlley 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 Strikegrid 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 third-person 3D arena shooter called “Strikegrid // Site 07.” The game takes place in a dark, enclosed sci-fi combat grid: a large charcoal-blue rectangular floor with subtle glowing blue square grid lines, low solid perimeter walls on all four sides, atmospheric dark-blue background/fog, and several waist-high rectangular cover blocks distributed around the arena. Covers are blue-gray with thin bright cyan illuminated edges along their tops. Use dramatic cool lighting with a bright overhead/key light, cyan rim lighting, soft shadows, and a dark teal/black palette with cyan UI accents. The player is a small stylized cyan/teal capsule-like armored character in the foreground/center of the view, with a glowing dark visor and a machine gun attached to the right/front side. Use a third-person over-the-shoulder camera that follows the player, with the player generally centered and the arena visible ahead. The player starts near the back edge of the arena at world position approximately (0, 0, 9), facing into the combat area. The player can move with WASD, aim/look with the mouse, shoot with the left mouse button, sprint with Shift, and jump with Space. Movement speed is approximately 5.5, jump speed approximately 7, and gravity approximately -22. Keep the camera perspective around 58 degrees with a following distance of about 14 units. Place exactly five blocky humanoid enemy targets around the arena at approximate positions (-10,-8), (10,-4), (-8,5), (8,8), and (0,-1). They use a low-poly/blocky character model, stand upright, and visibly wear bright red tops with blue/purple lower clothing and dark blocky heads/skin, matching the supplied screenshot’s simple voxel-like style. Enemies should idle with an idle animation, cast shadows, and face generally toward the player. Each target starts with 100 health and requires two hits: each successful shot does 50 damage. A hit should briefly tint the enemy red; when health reaches zero, mark it dead, increment the score, show a prominent “TARGET DOWN” banner in green, and tip/tilt the defeated model. Dead targets no longer count as active targets. There is no implemented enemy attack behavior: the player health display starts at 100 and remains a status value unless otherwise explicitly extended. Implement hitscan shooting from the camera center toward the crosshair using a raycast. Left-click fires at most once every 180 milliseconds, increments the shot counter, plays a short punchy synthesized gunshot, and displays a brief pale-yellow tracer line from the camera to the hit point (or a point about 35 units away on a miss). A successful hit affects the first enemy intersected by the ray; a miss displays a brief “MISS” banner. Do not add ammunition or reload mechanics. When all five targets are defeated, the HUD status should change from “OPERAÇÃO ATIVA” to “ÁREA LIMPA.” Add a fixed HUD overlay that does not block gameplay input. At the top left, show glowing cyan uppercase branding: “STRIKEGRID // SITE 07.” At the top right, show a translucent dark rounded rectangular status card with a subtle cyan border and text exactly in this structure: “ROUND 01”, “ALV 100” in green and “ABATES 0/5” in amber, then “DISPAROS 0 • OPERAÇÃO ATIVA” in muted light blue; update the kill and shot numbers live, and use “ÁREA LIMPA” after all five are down. Place a thin cyan glowing plus-shaped crosshair at the center of the screen. Show a translucent rounded instruction card at the bottom center reading: “WASD mover • mouse mirar • clique atirar • Shift correr • Espaço saltar”. Use Portuguese labels as shown. Temporary centered notification banners near the upper-middle of the screen should say “MISS” or “TARGET DOWN.” Add a subtle dark vignette around the screen edges. Use clean stylized low-poly/primitive geometry, not realistic textures: capsule player, blocky enemies and cover, dark blue-gray grid arena, cyan emissive accents, and red enemy clothing. Render with antialiasing, shadows, tone mapping, fog, and responsive resizing for desktop and mobile-sized browser windows. The game should begin immediately in the playable arena with the HUD visible and five living targets.