Arcade › Tankbreak Arena
Click the game above and it runs right here in your browser. No download, no installer, no account needed. solomondelefalaju built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Tankbreak Arena yet. Play it, then tell solomondelefalaju what you would add next.
Tankbreak Arena was built by solomondelefalaju 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 Tankbreak 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.
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 top-down tank battle called “Tankbreak Arena.” Use an orthographic camera looking almost straight down at a compact square arena, with a slight camera follow that tracks the player as it moves. The world background should be dark blue-gray with subtle fog. The arena is an 18-by-18 muted olive-green ground plane, marked by thin mustard/tan grid lines every 3 world units. Use soft realtime shadows, a cool hemisphere fill light, and a warm directional light so tanks and obstacles cast visible shadows. Place the player tank at the south side of the arena around (0, 0, 7), initially facing north, and an enemy tank at the north side around (0, 0, -7), initially facing south. Tanks should be recognizable low-poly armored vehicles: a rectangular green player body, raised circular turret, and dark forward barrel; the enemy uses the same silhouette in red/brown. You may use a simple low-poly tank model or construct the body, turret, and barrel from primitive meshes, but preserve the clearly readable tank forms and colors. Add five pale gray stone/rock props at approximately (-7,-7), (7,-6), (-6,6), (6,6), and (0,0), with a chunky low-poly/hexagonal appearance. Fill the arena with ten destructible reddish-brown rectangular blocks, each about 1.6 by 1.6 wide and 1.2 high, casting shadows. Put them at grid-like positions approximately (-4,-3), (0,-3), (4,-3), (-4,0), (4,0), (-4,3), (0,3), (4,3), (-1,6), and (1,-6). Each block starts with 2 hit points. A shell that strikes a visible block damages it and disappears; after two hits the block vanishes. Destroying a block awards 25 points. The player drives freely in four directions using Arrow keys or WASD. Normalize diagonal movement, move at about 5 units per second, rotate the tank to face its movement direction, and clamp the player inside approximately x/z = -8.2 to 8.2. Press Space to fire. Each shot creates a glowing spherical shell at the front of the firing tank, with yellow/gold shells from the player and orange-red shells from the enemy. Shells travel in the firing direction at about 12 units per second and expire after roughly 2.2 seconds or when they leave the arena. Player shells damage the enemy for 18 HP and award 10 points per hit; enemy shells damage the player for 18 HP. Shells cannot damage their owner and disappear on impact. Use a simple circular-distance hit test with roughly 1.15-unit tank radius. Implement a basic enemy AI: it continuously moves toward the player when farther than 4 units away, at about 1.7 units per second, rotates to face the player, and automatically fires approximately every 1.35 seconds. Start both tanks at 100 HP. End the round when either reaches zero HP, showing a centered “VICTORY” or “DEFEAT” result. While the round is active, the enemy and player can maneuver and fire around the destructible cover. Press R after game over to reset both tanks to their starting positions and rotations, restore every block to visible with 2 HP, clear shells, reset both HP values to 100, reset the score to 0, and hide the result message. Overlay a fixed HUD above the 3D view. At the top left, show a dark translucent rounded panel reading “TANKBREAK ARENA.” At the top right, show “YOU 100 · ENEMY 100 · 0,” with live player HP, enemy HP, and score values; clamp displayed HP at zero. Use bold white text with a subtle shadow, dark blue-gray translucent panels, thin slate borders, and rounded corners. On game over, center the result text and below it show “Press R or tap FIRE to restart.” For touch devices, show bottom controls: a four-direction arrow pad at lower left (up, left, down, right) and a large circular FIRE button at lower right. Holding an arrow button drives the player; tapping FIRE shoots, and if the game is over, tapping FIRE also restarts. Hide the touch controls on desktop-sized screens. Keep the visual style clean, minimal, low-poly, arcade-like, with the grid arena, colored tanks, brown cover blocks, pale rocks, glowing shells, and prominent HP/score HUD as the key visual elements.