Arcade › Very Much Shooter
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Emrik Roundtree built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Very Much Shooter yet. Play it, then tell Emrik Roundtree what you would add next.
Very Much Shooter was built by Emrik Roundtree 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 Very Much 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.
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 first-person arena shooter titled “Very Much Shooter.” Use a compact square industrial sci-fi room viewed through a perspective first-person camera. The arena is roughly 16 by 16 world units, enclosed by three-level metallic wall segments, with a tiled space-station floor, four tall container crates near the corners, several low flat containers near the north and south edges, and additional low cover along the east and west sides. Add a small dark circular center pad with a glowing blue center marker, corner posts with blue lights, cool blue ambient lighting, red warning lights at opposite walls, dark navy background/fog, metallic materials, shadows, and strong readable contrast. Use imported Kenney-style space-station floor/wall/container assets, a blaster model held visibly at the lower-right of the camera, a green medkit/defibrillator pickup, and a cyberpunk two-legged enemy carrying a gun. Keep the visual style as polished low-poly sci-fi 3D with blue industrial surfaces and orange/red weapon and warning-light accents. The core loop is to clear exactly 4 fixed enemy waves. Wave sizes are 4, 6, 8, and 10 enemies. At the start of each wave, spawn the enemies over a short staggered interval (about 220 ms between spawns) around the arena edges, never too close to the player and avoiding cover. Show a temporary “Wave 1”, “Wave 2”, etc. message. Enemies have 60 health, take 24 damage per hitscan shot, and award 100 score when defeated. They run toward the player, mix in lateral strafing with changing direction, navigate around the cover and other enemies, and attack at close range (within about 1.35 units), dealing 10 damage on early waves plus 2 additional damage per wave index roughly every 0.85–1.3 seconds. Use running, attacking, shooting-hit, and death animations if available; defeated enemies briefly play a death animation before being removed. After all enemies in a wave are gone, wait about 1.5 seconds, award a 250-point wave-clear bonus, then begin the next wave. After the fourth wave, pause and show an “Arena Cleared” overlay with the final score. The player loses when health reaches zero, showing a “You Were Overrun” overlay and retry option. Give the player 100 health and an unlimited-ammo rapid blaster with no reload. Fire is a camera-centered hitscan shot on a short 0.09-second cooldown. A shot should test enemy hit spheres along the camera aim ray, damage the closest enemy, and otherwise create a miss impact effect. Show a brief warm orange muzzle flash near the visible blaster and blue hit sparks at impacts; use laser shot and jump sound effects if available. Enemies should visibly react to nonfatal hits and fall/tilt during death. Do not add ammunition, reloading, shields, or weapons beyond this single rapid blaster. Desktop controls: mouse movement while pointer-locked aims horizontally and vertically; WASD or arrow keys move relative to the camera; Space jumps; Shift sprints; hold left mouse button to fire continuously. The player uses gravity, can jump from the floor, has a normal movement speed around 4.8 and sprint speed around 7.1, and collides with arena bounds and container cover. Clamp vertical aim so the camera cannot flip. Mobile/touch controls: a left virtual joystick moves, a right touch look pad aims, and visible FIRE, JUMP, and SPRINT buttons provide the corresponding actions. Starting should be possible with the Start Fight button, Enter/Space, mouse interaction, or touch controls, and pointer lock should be requested on desktop. Place a green floating health pickup at the initial rear arena position and guarantee another pickup between waves. There is also about a 22% chance for a defeated enemy to drop one. Pickups should hover, spin, glow green, and have a rotating green ring. Touching one restores 35 health up to the 100 maximum, creates a green pickup spark, and briefly displays “Health restored”; announce guaranteed inter-wave drops with “Health pickup dropped.” HUD: put a translucent dark rounded panel in the upper-left showing Health (initially 100), Wave (0 / 4 before starting, then 1 / 4 through 4 / 4), and Score (initially 0). Center the initial screen with a translucent dark start card titled “Very Much Shooter,” the subtitle “Clear 4 enemy waves in a compact sci-fi arena.”, a bullet list explaining “Mouse or right pad — aim,” “WASD or left stick — move,” “Space / Jump — jump,” “Shift / Sprint — run faster,” and “Left click / Fire — rapid blaster,” plus a bright blue “Start Fight” button. During play show brief centered wave/status messages such as Wave 1, Health pickup dropped, Health restored, You win, or Downed. On damage, briefly flash a red translucent screen effect. On win, replace the start card with “Arena Cleared,” show the final score and survival/replay text, and use a “Play Again” button. On defeat, show “You Were Overrun,” the final score, the enemy-overrun/retry text, and a “Retry” button. Include the visible mobile controls in the lower corners/right side, styled as translucent blue/purple rounded buttons and a virtual movement stick, but keep them usable on touch devices and unobtrusive on desktop.