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Arcade › Vector Strike
Click the game above and it runs right here in your browser. No download, no installer, no account needed. maud_burgevin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Vector Strike yet. Play it, then tell maud_burgevin what you would add next.
Vector Strike was built by maud_burgevin 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 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.
Recreate a browser-based 3D first-person arena shooter slice titled “Vector Strike,” with a dark neon sci-fi competitive FPS presentation and French UI. Use a Three.js-style perspective FPS camera with a deep navy background and fog, shadowed lighting, and a rectangular enclosed arena: a dark blue floor approximately 32 by 24 units, four thick boundary walls, two waist-high rectangular cover blocks (one teal on the left/back side and one purple on the right/front side), and a tall teal central pillar. Add a few visible sci-fi props in the arena such as a barrel cluster toward the back-left and a large displayed rifle toward the back-right when the match starts. The player starts near the south side of the arena, at about (0, 0, 8), and looks through a centered white plus-shaped crosshair. Load a simple blocky humanoid rival bot near the north side, facing the player; it uses a low-poly/blocky character asset and an idle animation, and respawns at a random position in the back half after being eliminated. Begin with a centered, rounded, translucent dark setup panel over the arena. It has the large spaced title “VECTOR STRIKE,” subtitle “FPS compétitif original — slice jouable de l’arène et du loadout.”, and three top-row selectors: Mode with 1VS1, 2VS2, 3VS3, Gun Game, Ranked; Carte with Map 01 through Map 15; and File with Casual or Ranked. Below is a full-width Loadout selector with 30 options and damage labels: Volt Rifle — 18 DMG, Plasma X — 24 DMG, Phantom Sniper — 80 DMG, Thunder Shotgun — 64 DMG, Viper SMG — 11 DMG, Frost Cannon — 16 DMG, Inferno — 7 DMG, Aqua Blaster — 12 DMG, Cyclone — 10 DMG, Terra Launcher — 30 DMG, Phase Blaster — 22 DMG, Redline — 20 DMG, Gravity Gun — 0 DMG, Sonic Boom — 15 DMG, Nano Gun — 12 DMG, Twin Pulse — 18 DMG, Goldstrike — 45 DMG, Shadow Pistol — 25 DMG, Medic Pulse — 0 DMG, Ricochet — 25 DMG, Shadow Blade — 25 DMG, Plasma Katana — 30 DMG, Storm Hammer — 35 DMG, Neon Boomerang — 25 DMG, Spear-X — 30 DMG, Grenade Launcher — 45 DMG, Mine Maker — 40 DMG, Shield Projector — 0 DMG, Sticky Bomb — 35 DMG, Trap Gun — 10 DMG. Include a bright cyan-to-violet gradient full-width button labeled “LANCER LA PARTIE.” Under it, show the French control hint: “WASD / flèches : bouger · souris : viser · clic gauche : tirer · clic droit : capacité · Espace : sauter · Shift : courir · C : slide avec inclinaison 30°.” On launching, hide the menu, enable FPS mouse-look and movement, show the in-game HUD, and request pointer lock. The player can move with WASD/arrow keys, aim with the mouse, shoot with left mouse, use an ability with right mouse, jump with Space, sprint with Shift through the FPS controls, and slide with C. The slide lasts about 650 ms, displays a “SLIDE” toast, and rolls/leans the camera by 30 degrees to a random left or right side before returning upright. Space should show a “SAUT” toast. Left click increments shots and attempts to hit the rival; the simple prototype has about a 68% chance to eliminate the rival on each click while it is alive, then displays an elimination toast containing the damage value and weapon name, increments kills, and respawns the rival after about 1.6 seconds at a random back-arena location. Misses display “Tir manqué”; right-click ability feedback displays “Capacité déclenchée.” Display a startup toast such as “Match lancé — élimine le rival,” and a pointer-lock guidance toast before play. During play keep a fixed top HUD: cyan small uppercase “VECTOR STRIKE” at upper left and a pill at upper right showing the selected mode and queue, for example “1VS1 • CASUAL” or “1VS1 • RANKED.” At the bottom, show a VITALITÉ health display starting at “100 / 100” with a green-to-lime horizontal bar, plus four weapon slots labeled 1 through 4. Populate slots cyclically from the selected loadout index, and let number keys 1–4 select the active slot; the active slot has a bright border/glow. The currently equipped weapon should therefore be selected loadout plus slot offset. Health can very occasionally fall by 1 while the player is moving, with a floor of zero, so the HUD health is a real changing value even though this prototype has no sophisticated enemy attack system. Preserve responsive styling: rounded dark glass panels, thin blue/cyan borders, soft shadows, bold white typography, cyan/purple accents, and a mobile layout that collapses the selector grid to two columns. Keep the game framed as a playable 1v1 arena/loadout prototype; the mode, map, and queue selectors update the HUD labels but do not need to change the arena simulation.