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Arcade › Time Strike
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Time Strike was built by N Yohe 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 Time 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.
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 browser-based first-person Three.js military shooter called “Time Strike.” Begin with a full-screen, dark navy/black command-style class selection screen. Center a bordered panel with the eyebrow “American Army Temporal Command,” a large uppercase “TIME STRIKE” title, subtitle “Choose your class, deploy through history, and stop the war from consuming every era,” and three stacked/clickable class cards: Ranger (Health 120, Ammo 30, Damage 18; balanced assault rifleman), Heavy (Health 170, Ammo 22, Damage 28; frontline bruiser), and Recon (Health 95, Ammo 26, Damage 14; fast operator). Tell the player to click a class to deploy, then click the battlefield to lock aim. After selecting a class, enter a real-time first-person 3D combat arena rendered with Three.js. Use a perspective camera with pointer-lock mouse look, a centered plus reticle, grounded military colors, shadows, fog, simple geometric terrain props, and a visible weapon-independent first-person viewpoint (no character body required). The player starts at the near end of a large bounded battlefield, can move with WASD, sprint with Shift, aim with mouse, fire with left click, reload with R, and switch weapons with number keys 1/2/3 or HUD buttons. Also support touch/mobile controls: a left virtual movement stick, right drag-to-aim area, and FIRE, RELOAD, and SPRINT buttons. The player’s selected class changes health, ammunition, damage, movement speed, sprint speed, and fire rate. Give the loadout three switchable weapons: Service Rifle (30-round capacity, 18 damage, rapid fire), SPAS-40 (8-round capacity, eight pellets per shot, 12 damage per pellet, slower firing), and AWP (5-round capacity, 90 damage, slow firing, fast projectile). Track ammo independently per weapon, show “Reloading…” during reload, and automatically reload when a weapon reaches zero. Projectiles should be visible as small glowing spheres traveling toward the crosshair direction; enemy projectiles should also be visible and damage the player on contact. Build three sequential eras, with a wave that must be completely defeated before advancing. Era 1 is “WWI · Trench Front”: gray-brown sky, muddy brown ground, fog, repeated trench/earthwork box structures and crater-like cylinders, and 7 green-gray blocky Imperial Trench Raider infantry enemies. Their combat intel card reads “Entrenched rifleman advancing through mud, wire, and shell craters,” Type: Infantry, Threat: Medium. Each enemy is a simple low-poly humanoid made from box torso, cube head, rectangular arms and legs, and a rifle; they approach the player and fire orange projectiles. Era 2 is “WWII · Ruined City”: muted blue-gray sky, gray urban ground and fog, repeated shattered-building/collapsed concrete box props, and 9 dark gray blocky Axis Shock Trooper enemies. Combat intel: “Urban assault force using cover between shattered buildings,” Type: Assault, Threat: High. These enemies are likewise geometric humanoids with weapons, move toward the player, and fire hostile projectiles. Era 3 is “Future War · Machine Siege”: dark deep-blue sky, dark steel-blue ground, fog, blue industrial cylinders and angular platforms, plus scattered cyan point lights/sparks. Spawn 11 luminous blue-metal Aegis Hunter Robot enemies with glowing cyan heads/eyes and weapon accents. Combat intel: “Autonomous war machine with relentless target tracking and plasma fire,” Type: Combat Robot, Threat: Extreme. Their projectiles should be cyan/blue and their visual materials should be more metallic and emissive than the historical enemies. Enemies should spawn distributed in a broad area ahead and around the player, move toward the player until near combat range, rotate to face the player, bob subtly while moving, and fire on cooldown. Player bullets damage enemies; killing one awards 100 score. The HUD objective should say “Clear [enemy count] hostiles in [era].” When all enemies in an era are eliminated, pause gameplay and show a centered dark translucent mission overlay: for the first two eras, eyebrow “Temporal Transit,” title “Time Rift Open,” and text explaining that the era is secured and the squad jumps forward to the next era, with “Press Space to deploy.” Space clears the overlay and builds the next battlefield. After the final wave, show “Campaign Complete,” explain that every era was defended, and display final score and shooting accuracy; Space returns to class selection. If health reaches zero, show “Operator Down,” identify the era where the player was overrun, and allow Space to return to class selection. During gameplay, use a clean military command HUD over the 3D scene. Top-left bordered panel displays Class, Era, Weapon, Health as current/max, Ammo as current/max, and Score. Top-right bordered “Combat Intel” card displays the current enemy name, description, type, and threat. Bottom-left panel displays the objective and controls text (“WASD move · Shift sprint · Click fire · R reload · 1/2/3 switch guns”). Bottom-right “Loadout” panel has three buttons for Service Rifle, SPAS-40, and AWP, with the active weapon highlighted. Keep the style restrained and cinematic: near-black navy UI, thin gray borders, pale blue-gray/white typography, uppercase spaced eyebrow labels, semi-transparent panels, foggy lighting, simple low-poly military/environment geometry, and era-specific colors rather than cartoon styling.