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Sundown Arena

  • 3d
  • third-person
  • arena-shooter
  • survival
  • wave-based
  • toon
  • 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. Browser built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Sundown Arena was built by Browser 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 Sundown Arena 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 Sundown Arena

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 third-person arena survival shooter titled “Sundown Arena.” Use a warm stylized toon-shooter look with a sunset-orange environment: an expansive flat dusty terracotta/brown ground plane, subtle darker irregular circular ground patches, orange sky/background with distance fog, soft long shadows, and purple-pink ambient fill light. Place the player in the center of a roughly 84-by-84-unit open arena. Scatter stylized low-poly props around the arena: about 7 rounded deciduous trees and 7 darker conifer-like trees around the outer ring, 5 small single barriers, 3 larger barriers, and 8 wooden crates at varied distances; rotate and position them randomly, and make barriers/crates/trees act as shooting occluders. Use toon-style humanoid GLB-like models: the player is a small armed soldier in dark clothing/helmet, and enemies are matching stylized enemy soldiers. Enable cast and receive shadows.

Gameplay is an endless wave survival loop. Start with score 0, Wave 1, and health 100. On pressing PLAY, hide the overlay, begin the first wave, and on desktop request mouse pointer lock. Each wave spawns 3 + (wave number × 2) enemies, one every 0.9 seconds, at random points around the outer edge of the arena (roughly radius 38–42). Enemies have 3 hit points, move directly toward the player at about 2.2 + wave×0.25 plus a small random speed bonus, rotate to face the player, and attack when within about 1.7 units. An attack uses a punch animation and deals 8 + current wave damage, with an attack cooldown of 1.1 seconds. When all queued and living enemies are gone, automatically increment the wave and spawn the next, making later waves harder through speed and damage.

Use a shoulder/third-person camera following the player at approximately 4.2 units distance, with a 65-degree perspective field of view. The player moves with WASD, aims by moving the mouse/camera, runs with Shift, and jumps with Space. On touch devices provide the controls’ virtual joystick for movement and drag gesture for looking, plus a large circular FIRE button at lower right. Keep the player’s soldier model oriented along the camera’s look direction, and play idle-with-gun, running-with-gun, and jump/fall animations according to movement state.

Aiming and shooting are centered on a white four-pronged reticle fixed at screen center. Desktop shooting is by holding the mouse button while pointer-locked; mobile shooting is by holding FIRE. Fire automatically repeats every 0.16 seconds, with a short laser shot sound. Cast a ray from the camera through the reticle out to 120 units. The first intersected enemy or environment collider is the hit; trees, barriers, crates, and other static scenery can block shots. Show a brief pale-yellow tracer line from near the player’s gun height toward the hit point. On enemy hit, briefly turn the reticle red. Each nonfatal hit removes 1 HP and awards 10 points, playing a hit-reaction animation. The third hit kills the enemy, awards 100 points, plays a heavy impact sound, plays a one-shot clamped death animation, and removes the body after roughly 1.4 seconds.

HUD: show a compact centered top bar with the current numeric score and “Wave N” in white bold text with a shadow. Show a centered white four-pronged reticle with a subtle dark glow; turn all prongs red briefly after a successful enemy hit. At the bottom center show a 320px maximum-width health bar (about 60vw on small screens), 14px high with a translucent dark backing, rounded corners and a light border. Fill it green while health is above 40, transitioning to orange/red when low. When the player is damaged, briefly show a red vignette/radial flash around the screen edges. On touch devices show a translucent red/orange circular FIRE button with white border and text near the lower-right; it should be hidden on fine-pointer desktop devices.

The initial full-screen overlay should dim the world with a dark translucent purple-black layer and display the large all-caps white title “SUNDOWN ARENA,” the instruction text exactly conveying: “Survive the waves. WASD to move, mouse to aim, click to shoot, Shift to run, Space to jump. On mobile: joystick to move, drag to look, FIRE to shoot.” Include a prominent rounded orange PLAY button with white bold text and a darker orange pressed/shadow offset. After health reaches zero, stop gameplay and pointer lock, show the same overlay with the heading “YOU’RE DOWN,” text “Final score: [score] — made it to wave [wave].”, and change the button to “RETRY.” Retrying clears enemies and resets score to 0, wave to 1, health to 100, and returns the player to the center. Do not add inventories, weapons, pickups, ranged enemy attacks, bosses, minimaps, or other mechanics not described here.

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