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Arcade › Tank Duel
Click the game above and it runs right here in your browser. No download, no installer, no account needed. coledan001 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Tank Duel yet. Play it, then tell coledan001 what you would add next.
Tank Duel was built by coledan001 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 Tank Duel 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 playable 3D arcade arena game titled “Tank Duel.” Use an elevated third-person/isometric camera looking down at the player tank from behind, with a perspective field of view around 48 degrees. The camera should smoothly follow the blue player tank while keeping a high angle, and add a very brief subtle camera shake when shots hit or objects are damaged. Use a dark navy background with light atmospheric fog and simple stylized low-poly geometry, soft shadows, directional warm light, and cool ambient lighting. Build a rectangular enclosed tank arena. The floor should be a broad dark blue-gray rectangular slab approximately 42 by 32 world units, with a slightly raised muted tan/brown playing surface on top. Surround it with four low, dark gray-blue boundary walls. Add sparse thin dark grid/stripe markings across the arena surface. Place eight freestanding rectangular destructible cover blocks at varied positions: around (-8,-5), (0,-5), (8,-5), (-6,4), (2,3), (9,6), (-11,7), and (12,-3), relative to the arena center. Each block is a simple gray-brown rectangular prism about 2.4 by 2.4 by 1.8 units. A block takes two projectile hits; on the first hit visibly shrinks vertically and changes to a damaged brown color, and on the second hit it disappears with a small orange particle burst. The player controls a stylized blue tank starting near the left side of the arena at approximately (-13,0). Model it from simple shapes: a blue rectangular hull about 2.7 by 3.5 units, a dark circular turret ring, a lighter blue rectangular turret, a dark cylindrical cannon barrel pointing from the front, and a thin dark stripe around the hull. The red enemy tank starts near the right side at approximately (13,0), has the same construction with a red hull and coral-red turret, and faces toward the player. Keep both tanks at 100% health initially. The player can drive freely with WASD (W forward, S backward, A/D sideways relative to the arena/world movement), at a responsive constant speed, constrained inside the arena bounds. Aim the player tank toward the point on the arena floor under the mouse cursor using a ray from the camera, and rotate the tank/cannon toward that aim direction. Fire with left mouse click or Space; on touch devices provide an on-screen fire button. Shots are bright glowing spheres, yellow-orange for the blue tank and orange-red for the enemy, traveling in a straight line at high speed, lasting about two seconds, with a short firing cooldown of roughly 0.55 seconds. The red tank is a simple AI opponent. Each frame it should face the player, move toward the player until roughly nine units away, and fire periodically when within about 24 units. Enemy projectiles should also damage the player. A projectile that reaches the opposing tank deals 18 damage, creates a bright particle burst and subtle screen shake, and is removed. Tanks have no visible separate armor system: show health as percentages. The duel ends immediately when either tank reaches zero health. Display a centered end-of-match overlay reading “VICTORY” if the red tank is destroyed or “DEFEAT” if the blue tank is destroyed, with text explaining “Press R or tap restart for another duel.” and a gold RESTART button. Pressing R after game over or tapping the button should restart the duel. Create a fixed HUD over the 3D view. At the upper left show a dark translucent rounded card labeled “BLUE 100%” (updating as the player is damaged); at the upper right show “RED 100%” (updating for the enemy). Centered across the top show the instruction text “WASD DRIVE · MOUSE AIM · CLICK / SPACE FIRE” in small uppercase pale gray lettering. On narrow/mobile screens, hide that desktop instruction if needed and show touch controls along the bottom: a translucent four-button directional pad with up, left, down, and right arrow buttons on the lower left, and a large translucent coral circular fire button with a white dot on the lower right. Controls should be touch-friendly and prevent scrolling or text selection. Keep the overall interface clean and minimal, with white bold uppercase typography, translucent dark panels, rounded corners, and no score, ammo, lives, powerups, or extra game modes beyond the health percentages and win/lose state described above.