Arcade › Vigilant 8
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Fernando Henrique Alves built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Vigilant 8 yet. Play it, then tell Fernando Henrique Alves what you would add next.
Vigilant 8 was built by Fernando Henrique Alves 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 Vigilant 8 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 low-poly 3D arena combat-driving game titled “Vigilant 8.” Use a warm, stylized desert/post-apocalyptic road-war presentation with an orange-brown background and ground, soft shadows, fog, and chunky Kenney-style vehicle/environment models. The camera is a third-person chase camera behind and slightly above the player vehicle, looking toward the vehicle and the arena ahead; it should smoothly follow the player and lean its target slightly opposite the vehicle’s movement. Use a perspective view with a broad view of the arena. Build a square desert arena approximately 40 by 40 world units, with a dark brown circular combat loop in the center and a broad golden/tan ring marking the driving lane. Place a few low-poly decorative objects around the arena: tall cacti, angular rocks, and large wooden/crate boxes. The player starts near the south edge of the arena in a large green war truck/pickup viewed from the rear. The truck should be blocky and low-poly, with a green body, pale windshield/roof area, gray bumper and side details, and red rear lights. Add three hostile garbage-truck-like rogue vehicles: start one toward the southwest, one toward the southeast, and one toward the north. Make the enemies chunky, gray/green industrial trucks and give them simple pursuit behavior. The core gameplay is drive-and-shoot combat. The player can accelerate forward and backward and steer left/right. Support keyboard WASD and the arrow keys: W/up drives forward, S/down reverses, A/left turns left, and D/right turns right. Also provide touch-friendly on-screen controls in the lower-left: a four-button directional pad with up, left, down, and right arrow buttons. Provide a large circular FIRE button in the lower-right; holding it fires, and the Space key should do the same. The player vehicle should have heading-based movement with acceleration/velocity smoothing, a maximum movement speed around 7, and be constrained inside roughly x/z = -19 to 19. Give the player a machine gun by default, shown as weapon “MG.” Holding fire launches small glowing pale-yellow projectiles from the front of the truck in its current heading. The machine gun fires about every 0.32 seconds, travels quickly, and deals 25 damage. Projectiles should disappear after a short lifetime or when leaving the arena. On impact with an enemy, show a brief orange/yellow burst made from expanding glowing particles. Each enemy starts with 70 health; after enough hits it is destroyed, disappears, and adds 100 to the player’s salvage score. Enemies continuously turn toward the player and pursue them, stopping their approach when close. When within about 14 units, they fire red projectiles toward the player roughly every 1.8–2.3 seconds. Enemy projectiles damage the player on contact, while physical close range also drains player health gradually. Start player health at 100. Do not add respawning, waves, or extra enemies: the encounter has exactly three targets. When all three are destroyed, change the objective/status to “SECTOR CLEAR — SALVAGE SECURED.” When health reaches zero, show “WRECKED — RELOAD TO RETRY.” Add four rotating, bobbing weapon pickup objects around the arena, visually represented by glowing colored octahedral cores with thin rings. Place them approximately at (-7,8), (8,8), (-9,-11), and (10,-12). Cycling through the available pickup types, make them ROCKET (orange-red, 50 damage, medium fire rate), RAPID (cyan, 18 damage, very fast fire rate), and MORTAR (yellow, 70 damage, slow fire rate). When the player drives within about 1.6 units, collect the pickup, hide it, award 25 salvage points, and equip that weapon for 12 seconds before automatically returning to MG. Rocket and mortar shots should be visibly larger and use different speeds; mortar is the slowest and strongest, rapid is the fastest and weakest. Show the currently equipped weapon and remaining temporary duration in the HUD. Create a fixed full-screen HUD with a bold arcade/military display style. In the upper-left, show a dark translucent brown rectangular plate with a golden border and subtle offset shadow. It must contain the title “VIGILANT 8” in large yellow block lettering, the subtitle “ROADWAR PROTOCOL · SECTOR 01,” a green health bar, and the current objective “HUNT THE ROGUES.” In the upper-right, show a matching plate aligned right with “SALVAGE 0000,” “TARGETS 3,” and “WEAPON MG,” updating the score, remaining target count, and weapon dynamically. At the bottom center, show the instruction text: “WASD / ARROWS TO DRIVE · SPACE TO FIRE · Collect salvage by destroying enemy vehicles.” Keep the HUD readable over the game, use cream/yellow borders and text, green health fill, and dark brown translucent panels. On small screens, hide the bottom instruction but retain the HUD and touch controls. Use warm sunset-like lighting: an orange-tan sky/background, brown-red ground, tan lane ring, golden directional light, soft shadows, mild fog, and simple saturated materials. Keep the visual style clean, geometric, arcade-like, and low-poly rather than realistic. Ensure the game is immediately playable with no title screen: spawn the truck, three enemies, pickups, HUD, and controls on load, and continuously render/update the scene.