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Vector Squad

  • top-down
  • shooter
  • tactical
  • team-based
  • objective
  • neon
  • arcade
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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. Gxmini X built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Vector Squad yet. Play it, then tell Gxmini X what you would add next.

Make your own game

Vector Squad was built by Gxmini X 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 Squad 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 Vector Squad

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 top-down 2D arcade tactical shooter called “Vector Squad.” Use a full-window HTML canvas with a dark navy, minimalist neon-vector presentation. The world is a large 2200×1500 arena viewed from above; the camera follows the human-controlled attacker and clamps to the arena edges. Draw a subtle blue grid over the dark blue floor, with a symmetrical-ish industrial layout of rectangular buildings, crates, walls, fences/gates, containers, and purple tower blocks. Include two marked bomb sites: SITE A around the left-middle of the map and SITE B around the right-middle, each represented by a large translucent gold square with a dashed gold outline and label.

Gameplay is a 5-versus-5 attack/defend skirmish. The player is the first of five blue attackers, starting near the left side; four other blue attackers and five pink/red defenders are AI-controlled. Actors are glowing colored circles with a dark rectangular gun barrel pointing in their aim direction, a small health bar above them, and a white ring around the player. Blue attackers begin on the left and red defenders on the right. AI opponents seek enemies, move around obstacles, aim at the nearest enemy, and shoot when within range; attackers generally advance toward the objective while defenders move toward a planted bomb. Actors can be damaged by projectile hits, die, and respawn after 2.5 seconds, except that the player’s death immediately ends the round for the defenders.

The core objective is a bomb/charge scenario. The attacking player carries the bomb, with its position following the player while it is carried. At either bomb site, press and hold E (or the touch action button) for about 1.2 seconds to plant it. Once planted, show a glowing yellow bomb at the site with a pulsing ring and a countdown label; it has a 30-second detonation timer. Defenders can approach within roughly 90 pixels and hold E for about 2 seconds to defuse it, immediately winning the round. Attackers win when the planted bomb timer reaches zero. If the three-minute round timer expires, attackers win only if the bomb is planted; otherwise defenders win. If the player dies, defenders win. After a round ends, stop gameplay and show a centered dark translucent results card with either “ATTACKERS WIN” and “Bomb objective completed.” or “DEFENDERS WIN” and “The bomb was defused or the round expired.”, plus a “NEXT ROUND” button that resets the teams and objective and increments the round score.

Controls: on desktop use WASD or arrow keys to move, mouse position to aim, and hold the left mouse button to fire. Press R to restart/reset the round. On touch devices, show a translucent virtual joystick at bottom-left, a large pink circular fire button at bottom-right, and a smaller gold E/action button beside it. Make the controls pointer/touch friendly and hide the desktop help text on coarse pointers. Movement should be constrained by arena bounds and blocked by the rectangular props, while bomb-site areas themselves are not solid obstacles. Projectiles are small bright team-colored dots that travel quickly, disappear on arena/obstacle collision or after their short lifetime, and create brief colored particle bursts on firing and impacts.

HUD: overlay fixed panels above the canvas. At top-left show “VECTOR SQUAD · 5V5 ATTACK / DEFEND” and a status line such as “Attackers: plant and protect the bomb · Defenders: defuse it,” then update it during play with living attacker/defender counts and planted-bomb messaging. At top-right show “ATTACKERS 0 — 0 DEFENDERS” and a round timer initially “3:00 round”; update the timer and, after planting, show “BOMB [A or B]s” countdown information. At bottom center show desktop instructions: “Desktop: WASD / arrows to move · aim with mouse · hold click to fire · E to plant / defuse · R to restart.” Use rounded translucent navy panels, pale blue text, blue team color around #56a5ff, red/pink team color around #ff5e78, gold objective color, soft glows, and restrained blue/purple industrial props. Start with a modal overlay containing the title “VECTOR SQUAD,” the explanation that the user is an attacker who must reach a site, plant, and defend the charge while the other attackers and defenders are AI, and a blue “DEPLOY” button.

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