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Top Down Shooter

  • 3d
  • top-down-shooter
  • arcade
  • action
  • survival
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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. Jason Lau built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Top Down Shooter yet. Play it, then tell Jason Lau what you would add next.

Make your own game

Top Down Shooter was built by Jason Lau 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 Top Down Shooter 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 Top Down Shooter

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.

Recreate a third-person 3D top-down arena shooter titled “Top Down Shooter.” Use a perspective camera looking down at a square asphalt arena, with the camera following the player from above and behind; keep the player centered while showing a broad play area. Use a dark gray, highly textured asphalt ground with a gritty normal-mapped surface, directional lighting, soft shadows, ambient blue-gray fill light, and slight blue-black distance fog. The arena is bounded by invisible movement limits approximately 22 world units from the center in X and Z.

The player is a small animated male soldier character in dark green/olive military clothing, viewed from above, carrying an attached sci-fi pistol. Load/use a soldier model with Idle, Run, and Shoot_OneHanded animations, and orient the soldier toward the current aim point. The player starts at the center of the arena with 100 health. Movement is top-down movement controlled by the creator’s top-down controls (support keyboard movement and a visible mobile-style virtual joystick/control circle at the lower-right); there is no jumping. Clamp the player inside the arena. Animate Idle while stationary and Run while moving. The player can visually push nearby crates away, but crates do not need full physics collision.

Aim with the mouse/touch pointer projected onto the ground plane: rotate the soldier to face the cursor/aim point. Fire with mouse/touch press and hold for automatic fire, or Space as a backup single-shot control. Shots fire at most once every 160 ms. Each shot is a small glowing yellow-orange sphere emitted from the soldier’s gun at about chest height, traveling rapidly in a straight horizontal line toward the aim point, lasting about 2.2 seconds and disappearing at the arena edge. Play the one-handed shooting animation briefly when firing.

Spawn five enemy animated mech/robot characters at random positions around the arena, keeping them at least about 9 units from the player at spawn. Scale them to roughly 42% of their source size. Enemies continuously walk directly toward the player at about 5.2 units/second, face the player, and play a Walk or Run animation. Each enemy has 48 health. A bullet hit within roughly 1.35 units removes the bullet and deals 26 damage, so two hits destroy an enemy. On destruction, remove the mech, add 100 points, and respawn another enemy after about 0.85 seconds. Enemies damage the player on contact when closer than about 1.6 units, once every 750 ms, dealing 14 health. When health reaches zero, stop gameplay and show a centered dark translucent GAME OVER panel with a red border, “Final Score: …”, and a red RESTART button. Restart resets score to zero, health to 100, clears bullets/enemies, returns the soldier to the center, and spawns five enemies again.

Dress the arena with static environmental cover using stylized low-poly/toon sci-fi shooter assets: six scattered wooden/industrial crates around positions similar to (-9,-8), (7,-9), (-7,8), (10,6), (-11,1), and (3,11), each with varied Y rotation; and four static fence sections around (-13,-4), (13,5), (-4,13), and (8,-13), with the listed varied orientations. These props cast and receive shadows and are primarily visual cover; only crates have simple visual player-push behavior.

Use a minimal HTML HUD over the 3D view. In the upper-left, show large white “Score: 0” text with a subtle black shadow, and directly beneath it a horizontal health bar about 220px wide and 18px tall with a white outline, dark backing, slight corner rounding, and a red fill initially at 100%. Update the score by +100 per defeated mech and shrink the health fill with damage; change the fill to yellow below 35 health. The visible gameplay should emphasize the textured gray ground, hard cast shadows, the olive soldier and nearby robot enemies, yellow projectile spheres, and the sparse arena cover. Keep the screen borderless/full-screen with no extra menus during play.

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