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Arcade › Wardogs: Last Sector
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Remix Wardogs: Last Sector 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 browser game titled “Wardogs: Last Sector”, a dark military sci-fi top-down shooter viewed from a high, slightly angled third-person camera. Use a Three.js-style 3D presentation with a square-ish 70x70 green-gray sector floor, subtle grid lines, fog, soft shadows, and moody lighting: muted charcoal/forest-green environment with warm highlights and cool blue rim light. Use toon/low-poly soldier assets: the player is a stylized armored human soldier carrying an assault rifle, with nine visually identical enemy soldiers/drones placed around the arena. Include fixed waist-high military barriers and wooden crates as cover: barriers around (-10,-8), (10,-6), (0,4), (-15,8), (15,10), and (0,-15), with several crates around the perimeter and upper half of the arena. Add three rotating glowing grenade/fire-grenade supply pickups at different positions; collecting one restores 25 HP, capped at 100. At launch, show a full-screen dark translucent radial-gradient start overlay over the dimmed 3D scene. Center a rounded dark card with a thin pale-green border. It should say “ОРИГИНАЛЬНЫЙ TOP-DOWN ШУТЕР”, large “WARDOGS”, and Russian mission text explaining that the player is a fighter of squad “Клык”, enemy drones have seized a dry sector, the player must move between cover, shoot marauders, and stay inside the shrinking zone. Provide a pale-green “ВЫСАДИТЬСЯ” button. The HUD behind/after starting should be in Russian and styled as compact translucent dark panels with pale green accents: upper-left “WARDOGS // LAST SECTOR” and “операция «Сухой гром»”; upper-right HP bar, enemy count, shrinking-sector percentage, and rifle ammo; centered top mission status “Зачистите сектор и доживите до эвакуации”; bottom-center controls hint “WASD / джойстик — движение · мышь / тап — огонь · R — перезарядка”. On touch devices show circular FIRE and RELOAD buttons at bottom-right. Core gameplay: the player starts near the south edge at (0, 18), moves with WASD or a virtual joystick at speed about 7, and aims at the ground with mouse movement/click or touch tap. Clicking/tapping or pressing Space fires toward the aimed ground point. The rifle is named АК-12 «Клык», does 25 damage per hit, fires no faster than once every 0.22 seconds, has a 12-round magazine and 48 reserve rounds, and bullets travel as small glowing yellow-orange spheres. Press R or the touch RELOAD button to reload: it takes 1.1 seconds, fills the magazine from reserve, and displays “ПЕРЕЗАРЯДКА АК-12 «Клык»” / RELOADING in the ammo HUD. When empty, firing automatically begins reload. Rotate the player toward movement or aim direction. Enemies have 40 HP, approach the player when farther than 6 units, rotate toward the player, and shoot small glowing red projectiles when within 18 units, with roughly 1.1–1.9 seconds between shots. Enemy bullets deal 9 damage. Player bullets remove an enemy after two hits; each defeated enemy awards 100 score and the HUD enemy count decreases. The player begins with 100 HP; display a green HP meter and end the run at zero HP with status “ОТРЯД «КЛЫК» ПОТЕРЯН” and a visible “ПОВТОРИТЬ ОПЕРАЦИЮ” restart button. Implement a shrinking danger zone centered on the origin: it begins with radius 27 and contracts over time at 0.24 units per second, never smaller than radius 8. Display the remaining radius as a sector percentage starting at 100%. If the player is outside the current radius, deal continuous damage at 5 HP per second. The goal is to eliminate all nine enemies; when none remain, stop declaring normal combat success and display “СЕКТОР ЗАЧИЩЕН — эвакуация через северный коридор”. Keep the game playable until victory or death, with restart resetting enemies, arena pickups, HP, score, ammo, zone, and player position. Pause simulation when the browser tab is hidden or loses focus. Preserve the restrained green military UI, Russian labels, black translucent glass panels, rounded corners, and low-poly tactical aesthetic.