Arcade › Tank Duel
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Albert Brownlee 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 Albert Brownlee what you would add next.
Tank Duel was built by Albert Brownlee 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 browser game titled “Tank Duel,” rendered as a stylized low-poly 3D top-down arena using Three.js. Use an orthographic camera looking straight down from above with a slight world orientation that makes the arena read clearly; keep the camera centered on a square battlefield and resize it responsively to the viewport. The scene should have a dark blue-gray background/floor, soft fog, hemisphere lighting, a warm directional light, shadows, and simple flat/rough materials. The arena is an open 30-by-30-ish playable area bounded by clamping tanks to approximately x/z = -15..15, with a larger dark floor plane underneath. Place destructible gray-green rectangular cover blocks in this fixed arrangement: around (-9,-7), (-4,-7), (3,-7), (9,-6), (-9,0), (9,1), (-7,7), (-2,6), (5,7), and a central block at (0,0), with the varying widths/depths and heights visible as chunky cover. Most blocks have 2 hit points: each shell impact removes one hit point and creates a brief orange explosion; remove the block entirely after its second hit. Also place four orange explosive-looking cylindrical barrels around (-12,-4), (12,-2), (-12,5), and (11,7). Barrels are destructible and disappear after one shell hit, also producing the short orange expanding explosion effect. There is no need to add unimplemented chain reactions or special barrel damage. The player is a bright blue stylized tank starting near the bottom of the arena at (0,11), and the bot is a red tank starting near the top at (0,-11), initially facing toward the player. Build each tank from simple geometry: a rectangular body, two dark side wheels, a short cylindrical turret, and a dark forward barrel. Tanks should cast shadows. The player drives with WASD or arrow keys, and also provide touch controls: a four-button directional pad in the lower-left and a large red circular FIRE button in the lower-right. While a movement key is held, move the player at about 6 world units/second, normalize diagonal movement, rotate the tank toward its movement direction, and clamp its position to the arena limits. Holding Space or the FIRE button fires repeatedly with about a 0.45-second cooldown. Desktop users can drag over the canvas to adjust the player’s firing aim angle; firing launches small glowing pale-blue shells at roughly 14 units/second in that angle. The tank body direction does not need to automatically follow the drag aim. The enemy bot automatically moves toward the player at about 2.2 units/second when farther than 8 units away, rotates toward the player, and otherwise stays in place while facing the player. It fires small glowing pink/red shells toward the player on a timer approximately every 1.3–2.0 seconds. Shells should live for about 2.1 seconds and disappear when expired or leaving the arena. A shell hitting the opposing tank within roughly 1.3 units deals 20 health damage and creates a brief expanding orange explosion. Tanks begin at 100 health. Shells do not damage their owner. There is no ammo, reloading, score, lives, or power-up system. Add a fixed HUD over the canvas. At the top center, show a dark translucent rounded rectangular bar with the labels “YOU”, a green player health bar, “VS”, a pink/red bot health bar, and “BOT.” Health bars begin full and shrink smoothly/visibly with damage. At the bottom center on desktop show the hint “WASD / arrows to drive · Space to fire · drag to aim”; make it hidden for coarse/touch pointers. Keep the touch controls visible but partially translucent on fine-pointer devices, and fully prominent on touch devices. Initially the game should show the gameplay HUD only, not the end message. When either tank reaches zero health, stop gameplay updates, show a centered overlay with a large uppercase result: “Victory” if the bot was destroyed or “Defeat” if the player was destroyed. Under it show respectively “The arena is yours.” or “Your tank is scrap.” and display an orange “Restart duel” button. Clicking the button, or pressing Enter after game over, resets both tanks to their starting positions and health, restores all destroyed cover and barrels to their original state, clears shells and explosions, and hides the result overlay. Use a dark, minimal arcade visual style with blue player tank, red enemy tank, gray-green cover, orange barrels and explosions, glowing colored projectiles, rounded translucent HUD panels, and simple responsive controls matching the screenshot.”