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Switchline Breach

  • 3d
  • first-person
  • sci-fi
  • shooter
  • puzzle
  • escape
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. Anthony Rosas built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Switchline Breach yet. Play it, then tell Anthony Rosas what you would add next.

Make your own game

Switchline Breach was built by Anthony Rosas 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 Switchline Breach 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 Switchline Breach

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 compact first-person sci-fi shooter/puzzle game titled "Switchline Breach". Use a Three.js-like 3D first-person camera with mouse look/pointer lock, a centered thin white crosshair, and movement through a small linked industrial space-station facility. The environment should be dark blue/black sci-fi interiors with modular metallic floor panels, windowed wall sections, corner walls, wide door frames, double doors, computer consoles, crates/containers, wall-mounted switches, and a green glowing elevator pad. Use clean readable emissive color coding: yellow for the first door switch, cyan/blue for power targets and the bridge switch, red for hostile drones and active laser beams, and green for the final elevator objective. Render softly lit metallic modules with cyan/blue ambient light, shadows, fog, and colored point-light glows. The facility is a linear sequence of three square rooms connected by narrow central corridors: Switch Bay from x=-4..4,z=-4..4, Laser Span from x=-4..4,z=-16..-8, and Elevator Core from x=-4..4,z=-28..-20, with corridors around z=-8..-4 and z=-20..-16, each roughly x=-1..1. Start the player in Switch Bay at the south end around (0,0.35,3.25), looking down the facility toward negative Z. Place the first wide door at the north edge of Switch Bay around z=-4 and a closed/open door around z=-6.05. Put a yellow wall switch on the left wall near (-3.55,-1.4) in Switch Bay; pressing E nearby opens the first door. Include a computer console and two crate cover props in this room, plus one red-highlighted sentry drone around (2.45,-1.8). Drones should be turret-like floating/sentry models with a red glowing ring/weakpoint, bob slightly, rotate toward the player, and periodically fire red tracer shots when within about 6.5 units. Each drone has 3 health and requires three accurate shots to destroy; drone hits deal 9 damage. The player begins with HP 100, a pistol, 12 rounds loaded and 36 reserve rounds. Left click fires a cyan/white tracer, consumes one round, has about a 0.18-second fire cooldown, and auto-prompts reload when empty; R reloads over about 1.15 seconds, filling the 12-round magazine from reserve. Add a visible AMMO 12 / 36 and HP 100 HUD.

Behind the first door, build the Laser Span puzzle room. Place two glowing blue/cyan power targets mounted near generator-like machinery: one around (-3.1,-11.0), one around (3.1,-13.6). They are shootable, each requiring one accurate hit, and their glowing markers disappear when hit. Until both are destroyed, the cyan wall switch at roughly (3.55,-15.0) should display a nearby interaction prompt but report that it has no power. After both are hit, pressing E at the blue switch should set the bridge active, disable the lasers, and open the second door at approximately z=-18.05. Include a cyan console and crate cover. Across the laser room, show three horizontal red laser beams at z=-10.7, -12.5, and -14.1, around y=.65, spanning the room; while active they damage the player for 18 on contact and act as hazards. Add a central gap/bridge section around z=-12 to -14: before activation the side areas should block traversal/leave a hazardous gap, and after activation show several floor bridge tiles at y=-1.4 becoming visible, allowing progression. The HUD objective should progress from "Use yellow switch" to "Shoot blue targets 0/2" and "Use blue switch".

In the Elevator Core, place a red wall switch near (-3.55,-23.5) labeled as an emergency-spawn control. Interacting with it once should trigger/release one additional final sentry drone around (2.45,-24.0) and display a message such as "Emergency spawn rerouted — one final sentry released." Place an initial red sentry around (0.9,-24.6), a computer console, and the green elevator switch on the right wall around (3.55,-26.2). The green switch can only be activated after all currently active drones are destroyed; otherwise display a clear message telling the player to clear active drones. Once armed, show the objective "Enter elevator" and let the player win by stepping onto the circular green glowing elevator pad centered around (0,-26.8), within about 1.05 units. Display a persistent mission-complete message. If HP reaches zero, stop gameplay and show a persistent mission-failed message.

Implement collision against the facility boundaries, walls, closed doors, central bridge-gap side barriers, and props as appropriate, while allowing passage through opened doors and the corridor openings. Drones need not pathfind; keep them as stationary sentry turrets that aim and fire. Include interaction prompts only when within about 1.35 units of a switch, such as "E — Unlock first door", "E — Extend bridge / disable lasers", "E — Disable emergency spawns", and "E — Arm exit elevator". Show transient centered dark translucent message panels for puzzle feedback, damage, drone destruction, and mission updates. Start with a full-screen dark blue sci-fi mission panel titled Switchline Breach, explanatory text, controls (WASD/arrows move, mouse aim/look, left click shoot, E interact, R reload), and a START MISSION button that hides the panel and requests pointer lock. Support touch devices with a left movement joystick, right look joystick, and FIRE, R, and E buttons. Keep the experience readable and game-like rather than adding unrelated systems: the core loop is shoot sentries and targets, use switches in color order, cross/disable the laser span, clear the elevator room, arm the green exit, and enter the elevator.

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