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Warline Run

  • 3d
  • top-down
  • tactical-shooter
  • wave-survival
  • mobile
  • arcade
0
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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. Liam Schuldes built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Warline Run yet. Play it, then tell Liam Schuldes what you would add next.

Make your own game

Warline Run was built by Liam Schuldes 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 Warline Run 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 Warline Run

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 mobile-friendly 3D top-down tactical shooter called “Warline Run.” Use an orthographic camera looking down at a slight angle over a compact battlefield, with the camera following the player as they move. The scene should have a muted, stylized low-poly/toon warzone aesthetic: a muddy green battlefield ground, a broad central tan dirt road, soft fog fading into a dark blue-gray background, directional shadows, and scattered low-poly rock mounds. Place fixed cover throughout the playable lane using crates, barrels, and two wrecked/toon tanks. Cover should be solid for collision and should block line of sight and bullets.

The player is a small soldier character starting near the lower/southern end of the lane at approximately the center x position. Use a stylized soldier model, with a simple blue-toned fallback character if the model cannot load. Enemies are matching soldier models with darker/red-tinted materials. Enemies continuously spawn from the far/northern edge or either side entrance, approach the player, and shoot. Keep no more than roughly 5 + current wave (capped at 12) living enemies at once. Enemies have increasing health (42 plus 8 per wave), move faster with each wave, and fire periodically when close enough and able to see the player. They also damage the player on contact.

Core gameplay is movement, cover, and automatic aiming. On desktop, move with WASD or arrow keys, hold Space to fire, press R to reload, and press P to pause. On mobile, provide a left virtual joystick, a large red/orange circular FIRE button that fires while held, a circular RELOAD button, and a Pause button. Clamp the player within the battlefield bounds and prevent them from overlapping cover. The player’s weapon automatically aims at the nearest living enemy; if there is no enemy, movement direction controls facing. The player fires automatically at a rapid interval while FIRE/Space is held, but only if the target is visible around cover. Start with 100/100 HP and 28/28 ammo. Each shot uses one ammo; reloading takes about one second and restores the magazine to full. Automatically reload when the magazine reaches zero. Add brief simple synthesized shooting, hit, reload, damage, pickup, kill, and wave-complete sounds.

Make bullets visible as tiny glowing spheres: player bullets are pale yellow and travel quickly; enemy bullets are red and travel somewhat slower. Bullets expire after a short range/time, are removed when they hit cover, and damage their intended target. Player bullets deal 22 damage and enemies die after their health reaches zero. A kill adds 100 score. Defeated enemies play a death animation and have a chance (about 22%) to leave a small spinning, bobbing pickup: green health pickups restore 32 HP, while yellow ammo pickups refill the magazine. Pickups are collected by walking close to them.

Use wave progression: each wave requires 7 kills. When the requirement is met, advance the wave, reset the per-wave kill count, increase maximum HP by 5 up to 150, heal up to 30 HP, and refill ammo. Display the current wave and score. The player loses when HP reaches zero; show a centered dark translucent game-over panel titled “Run Lost,” with the final score and wave and a Restart button. Before play begins, show a centered dark translucent title panel reading “Warline Run,” with the subtitle “Clear waves, stay behind cover, and push deeper into the warzone.” and a green “Start Run” button. Hide the mobile controls on this menu. Include a pause/resume toggle that freezes gameplay.

The HUD should be a translucent dark glass-style overlay with white text at the top: “HP current/max,” “Ammo current/max” (or “Reloading”), and “Wave N · Score S.” Also show an instructional panel saying “Move with the left stick. Aim automatically. Hold FIRE to shoot. Use cover.” Keep the interface responsive to portrait and landscape mobile screens, with safe-area spacing and touch-friendly controls. Render with antialiasing, shadows, capped pixel ratio, responsive resizing, and a subtle camera shake on firing and taking damage. The game should be an actual playable wave-based shooter rather than a static scene or slideshow.

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