Appearance
Arcade › Vector Breach
Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.
Nobody has said anything about Vector Breach yet. Play it, then tell Alex Bajo Perez what you would add next.
Vector Breach was built by Alex Bajo Perez 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 Vector Breach 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-based first-person arena shooter titled “Vector Breach,” with Spanish UI. Use a dark, low-poly sci-fi training arena viewed through an FPS camera: a 28-by-24 enclosed rectangular room with dark blue floor, four blue-gray perimeter walls, atmospheric navy fog, soft shadows, and cool cyan lighting. Build a compact two-level layout: two central waist-high cover blocks left and right, a rear block, a raised upper deck spanning the center toward the back, sloped/ramp-like cover pieces on both sides of the deck, and four chunky corner cover blocks. Add several sci-fi barrels as cover/decorations. The player begins near the front end of the arena, while a single humanoid hunter bot begins toward the rear. Make the bot stylized and simple: a red/coral rectangular torso and limbs/body volume, a glowing cyan rectangular head, and a small dark rifle; it should move toward the player when far away and periodically fire at close/intermediate range. Give it 100 HP, with a normal body shot doing 34 damage and a headshot doing 70 damage; after its health reaches zero, hide it briefly and respawn it at a random rear-area position with full health. The player has 100 HP; bot attacks reduce health by 12, and on reaching zero reset the player to full health at a front-area spawn and increment deaths. Implement FPS controls: mouse to look/aim, WASD to move, Shift to sprint, Space to jump, left click to fire, R to reload, and Escape to release the mouse cursor. Use a hitscan carbine with a 30-round magazine and 90 reserve rounds. Each click consumes one round; automatically initiate reload when empty, and make manual reload take about 0.9 seconds, filling from reserve up to a 30-round magazine. Display bright tracer lines and small impact flashes for shots, with hit feedback at the center crosshair and a brief yellow/gold crosshair effect on a hit. Add simple synthesized shooting, reload, hit, bot-hit, and death sounds after audio is unlocked by starting the match. Overlay the game with a clean glassy dark HUD: top-left score text “VECTOR BREACH · [kills] — [deaths]”, top-right countdown timer starting at 05:00, a small cyan/white crosshair in the center, and bottom-left “100 HP” plus a green health bar and Spanish control hint “WASD mover · Shift sprint · Space saltar · R recargar.” Bottom-right show weapon label “CARABINA VECTOR” and large ammo text such as “30 / 90.” The start screen should cover the game with a dark radial sci-fi background and translucent rounded card, cyan uppercase tag “Arena FPS · prototipo jugable,” title “Vector Breach,” Spanish description “Una arena compacta de dos niveles. Derriba al bot, usa las coberturas y domina el ritmo del rifle.”, a JUGAR button, Sensibilidad and Volumen sliders, and the hint “Ratón para apuntar · click para disparar · Esc libera el cursor.” Starting the game hides the menu and locks the pointer. End the match when the five-minute timer expires or the player reaches 20 kills; show a matching end card in Spanish with “Partida terminada,” title “Victoria” for 20 kills or “Tiempo agotado” otherwise, and stats for Bajas, Muertes, Precisión percentage, and Headshots, plus a “JUGAR OTRA VEZ” button. Keep the visual style restrained and futuristic: navy/charcoal environment, blue-gray geometry, cyan emissive accents, coral enemy, pale blue HUD typography, rounded translucent panels, and no extra game systems beyond this single-bot arena match.