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Voidfall Protocol

  • 3d
  • first-person-shooter
  • sci-fi
  • low-poly
  • arena
  • action
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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. LUCAS MATEO GONZALEZ HERNANDEZ built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Voidfall Protocol yet. Play it, then tell LUCAS MATEO GONZALEZ HERNANDEZ what you would add next.

Make your own game

Voidfall Protocol was built by LUCAS MATEO GONZALEZ HERNANDEZ 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 Voidfall Protocol 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 Voidfall Protocol

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 browser-based first-person 3D sci-fi shooter titled “Voidfall Protocol.” Use Three.js or an equivalent WebGL engine with a dark, atmospheric presentation: nearly black navy sky/background, fog beginning around 18 units and fading by about 105 units, a large flat dark slate alien-planet ground plane, cool cyan hemisphere/directional lighting, shadows, and ACES-style high-contrast tonemapping. The camera is a 76-degree first-person perspective with the player starting near (0, 1.2, 24), and WASD movement, SHIFT sprint at roughly 1.65x speed, SPACE jump with gravity, and mouse-look/first-person controls. Keep the game world as a connected arena of three visual zones: a rocky canyon perimeter, an abandoned station area, and ruins.

Build the environment from simple low-poly geometry. Surround the playable area with roughly two dozen large irregular dark blue-gray dodecahedral rocks arranged in a broad circular canyon at about 33 units from the origin, plus several smaller rock outcrops around the arena. Add a station made from blue-gray rectangular walls: two long parallel walls around x=-12 and x=12 at z=-9, a rear wall at z=-18, and a central dividing wall extending near z=0. Place four small brown-orange crates inside/around the station. Add ruins on the left with two stone pillars and a horizontal arch beam. Include distant/landmark sci-fi props: an abandoned base toward the left/back, a solar-panel structure toward the right/back, and a rocket launcher prop near the station. Props should be low-poly and shadow-casting, with no extra invented interactable systems.

The player carries a plasma carbine and faces a horde of 12 normal enemies plus one boss, for 13 total hostiles. Spawn normal enemies at these approximate coordinates: (-6,12), (6,12), (-12,18), (12,18), (-18,4), (18,7), (-26,11), (26,14), (-5,-28), (5,-30), (-12,-26), (13,-27). Spawn the boss at (0,-42). Each enemy is a floating/ground-level simple low-poly magenta-purple faceted creature: a dark magenta emissive-tinted icosahedral body with a small glowing yellow eye toward the player. Normal enemies have 3 hit points and move toward the player at about 1.8 units/second; the larger “Overmind” boss has a larger icosahedron, 12 hit points, moves at about 1.2 units/second, and deals heavier contact damage. Enemies continuously pursue the player, rotate to face them, and when within about 2.5 units attack every 0.8 seconds. Normal contact attacks deal 4 damage; the boss deals 9 damage. Start health/vitals at 100. Show a brief red radial damage flash when hit; set game over when health reaches zero.

Implement shooting with left mouse click (and a visible FIRE button on touch devices). Use a centered raycast crosshair: a thin glowing cyan plus sign. Each shot has about a 135 ms fire cooldown, consumes one round from an initial 60-round magazine, creates a tiny cyan muzzle-flash sphere near the camera, and damages the first enemy hit by the raycast for 1 HP. When an enemy reaches zero HP, remove it and increment kills. If ammo is empty, clicking does nothing. R instantly reloads the ammo count back to 60 with no reload animation or reserve-ammo limit. G throws a bright green glowing grenade from the camera with an initial forward/upward velocity; it arcs under gravity, lasts about 1.15 seconds, then damages every enemy within a radius of 4 for 4 HP, removing and counting any enemies killed. There is no need to add a grenade HUD counter because the original HUD does not display one; start with 3 grenades and prevent use when depleted.

The round ends successfully only when all 13 enemies, including the Overmind, are eliminated. During normal play, the objective text reads “Eliminate the horde and reach the uplink.” Once 12 enemies are killed, change it to “The Overmind is awake — destroy it.” Once all enemies are dead, change it to “Uplink secured. Sector cleared.” Do not implement a separate uplink interaction: completion is triggered by clearing the enemy list. Change the weapon label from “MK-I” to “MK-II OVERCHARGE” when the kill count reaches 8, while the main weapon title remains “PLASMA CARBINE.”

Recreate the HUD exactly as a minimal dark tactical overlay. At the upper left, show three translucent navy boxes with cyan borders reading “VITALS 100,” “AMMO 60,” and “HOSTILES 0/13” (the initial HTML may display 12, but the live game should display the actual 13 total). At the upper right show “WASD move · SHIFT sprint · SPACE jump” and below it “CLICK fire · G grenade · R reload.” At bottom left show a translucent panel with an orange left accent and “MISSION 01 — REACTOR BLACKOUT,” followed by the changing objective. At bottom right show a translucent panel with cyan right accent reading “PLASMA CARBINE” and the current MK-I/MK-II label. Use clean bold condensed-looking Arial-style text, letter spacing, cyan-white text, subtle black text shadow, and restrained cyan/orange accents. Keep the crosshair centered and add a mobile-only circular FIRE button near the lower right. The overall visual style should be a sparse, moody, low-poly space marine arena with cool blue lighting, purple hostile silhouettes, yellow eyes, and very limited bright emissive color.

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