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Tactical Strike

  • 3d
  • first-person-shooter
  • tactical
  • mobile
  • arcade
  • bomb-defusal
  • training-range
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. Sıtkı Baran built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Tactical Strike yet. Play it, then tell Sıtkı Baran what you would add next.

Make your own game

Tactical Strike was built by Sıtkı Baran 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 Tactical Strike 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 Tactical Strike

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 tactical shooting game titled "Tactical Strike" (HUD branding can read "MOBILE TACTICAL STRIKE // DESERT STRIKE"). Use Three.js or an equivalent real-time 3D engine with a dark, low-poly military training-range aesthetic. The player is an invisible first-person character/camera starting at approximately (0, 0, 18), with a small blue capsule body only if visible in third person; the camera has a centered white plus crosshair and a simple first-person AR-17 rifle model in the lower-right foreground. The rifle is made from blocky dark metal pieces with a brown grip and a small bright sight, and briefly shows a muzzle flash/recoil when firing.

Build a large rectangular enclosed training arena: a dark charcoal-green ground plane about 70 by 70, tall low-poly gray-green perimeter walls on all four sides, and scattered cover blocks. Include a brown rectangular cover block near (-7,-3), another brown block near (8,2), a gray-green block near (0,11), and a low gray-green ramp/block near (-12,10). Add two objective sites represented by translucent glowing circular rings and small central cylinders: a blue site A around (-17,-8) and an orange site B around (18,10). Use simple hemisphere and directional lighting, soft shadows, fog, a nearly black blue-gray sky/background, and muted teal, gray, brown, red, blue, and orange materials.

Place four stationary red target enemies/bots on square bases: Alpha at approximately (-20,-12), Bravo (19,-10), Charlie (14,15), and Delta (-18,13). Each consists of a red rectangular vertical torso and red spherical head on a gray base. They do not need autonomous behavior or shooting; they are target enemies that can be hit with a center-screen raycast. Body hits do 34 damage and head hits do 60 damage; each starts with 100 health. Hide a target when killed, award 100 points for a body-kill or 120 for a headshot, award $300, increment the blue/team score, and respawn/reset all targets at the start of the next round (the current implementation also schedules a five-second respawn but the visible round reset is the important behavior). Show hit/headshot feedback and a brief bright hit material effect.

Implement round flow and bomb-defusal objectives. Start with $800, round 1, blue/red scores at 0, 30 bullets loaded and 120 reserve, and a 15-second BUY phase. When the buy timer ends, enter a 120-second ACTION phase. At a site, use the objective action to pick up the bomb when not carrying one; while carrying it, use the action at either site to plant it. Planting creates a small dark rectangular bomb with a glowing red light at the site and starts a 35-second countdown. At the planted bomb, use the action again within range to defuse it, award a blue point, and win the round. If the bomb timer expires, or the action timer expires, lose the round and award a red point. End screens/messages are brief; use a four-second END phase before resetting into a new buy phase. On a successful defuse, award an additional $325. Reset the player to the starting position, bomb state, ammo, and target health/visibility when starting a new round.

Add shooting and equipment mechanics. Shooting is only active during ACTION, consumes one round, and supports automatic fire while held with roughly a 0.095-second interval. If the magazine is empty, trigger reload. Reload takes about 0.85 seconds and fills the 30-round magazine from reserve; pressing R also reloads. Add a grenade action on G: throw a small dark sphere forward from the camera with a simple ballistic arc, then detonate after about 0.9 seconds with a brief orange blast; damage living targets within 5 units by 70 and kill them if health reaches zero, awarding 80 points. Keep the exact implemented shop: during BUY, B opens a menu with AR-17 Rifle for $500, VX-9 SMG for $300, and Armor for $650. Buying a rifle sets AR-17, 30/120; buying the SMG sets VX-9 SMG, 35/140; armor sets armor to 100. The selected weapon name should update accordingly, though the visible weapon can remain the same simple rifle model if desired.

Support keyboard/mouse and mobile touch controls. Desktop controls: WASD movement, mouse look, Shift sprint if supported by the first-person controls, Space jump, left mouse button fire, R reload, G grenade, E objective interaction, B buy menu, and Tab temporary scoreboard. Mobile should provide a virtual joystick/movement control and right-drag look through the first-person controls, plus visible circular FIRE, R/reload, and USE buttons in the lower-right. Prevent scrolling and make the canvas fill the screen. Use a perspective camera around 72 degrees, near clip 0.05 and far clip 120, with smooth FPS-style movement, gravity around -22, jump speed around 6.8, and movement speed around 4.8.

Recreate the HUD precisely as a clean dark tactical overlay: upper-left spaced uppercase title "MOBILE TACTICAL STRIKE // DESERT STRIKE" with the mode accent in teal; upper-center shows "ROUND 1 · 0 - 0" and the phase plus countdown; upper-right shows FPS, player position formatted like "POS 0.0 / 18.0", SCORE, and money. Put a 132x132 bordered minimap at upper-left below the title with a dark background, blue/orange site dots, teal player dot, and red squares for living targets. Keep the centered white crosshair. Put temporary gold messages around the upper-middle such as BUY/ROUND LIVE, RELOAD, HIT, HEADSHOT +60, GRENADE, BOMB PICKED, BOMB PLANTED, BOMB DEFUSED, ROUND WON, and ROUND LOST. Lower-right shows weapon name and large ammo text like "30 / 120"; mobile has translucent circular action buttons. Include a scoreboard overlay toggled by Tab with BLUE // You, RED // Bots, Mode Bomb Defuse, and Map Desert Strike. Include a centered buy dialog with the three purchase buttons and a close button. Render with simple geometry, subdued colors, shadows, fog, responsive fullscreen layout, and a restrained tactical UI rather than detailed realistic assets.

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