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Warline Rush

  • 3d
  • top-down
  • shooter
  • endless
  • wave-survival
  • arcade
  • mobile
  • low-poly
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 Rush yet. Play it, then tell Liam Schuldes what you would add next.

Make your own game

Warline Rush 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 Rush 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 Rush

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 “Warline Rush,” a mobile-friendly 3D top-down endless arena shooter. Use a Three.js-style perspective camera looking down from above and slightly behind the player, tracking the player across a square olive-green battlefield. The ground should be a large matte green plane with a faint darker tactical square grid, atmospheric dark green background/fog, soft shadows, and warm directional sunlight. Surround the playable area with a low circular/16-segment dark-green barricade boundary; keep the player constrained to the roughly 26-by-26 interior arena.

The player is an animated low-poly toy-like male soldier centered in the arena, carrying a small dark rifle. Use an original/quaternius-style animated soldier model if available, with idle, running, and one-handed shooting animations; provide a simple blue capsule/character fallback if the model cannot load. The player starts at the center with 100 HP, moves at about 7.2 world units per second, and faces the direction of aiming. Movement must collide with cover and arena boundaries.

Populate the battlefield with fixed cover: twelve crates and barrels placed around the arena, including paired crates near (-7,-5), (6,-2), and (0,6), additional crates near (4,8), (-10,-1), (10,1), and barrels near (-8,4), (8,5), and (-2,-8). Crates are chunky brown wooden low-poly objects and barrels are dark reddish-brown; they cast shadows, block player/enemy movement, and block bullets. Add slight random rotations. Use low-poly crate/barrel assets or simple box/cylinder fallbacks.

When Start Mission is pressed, begin an endless wave loop. Wave 1 spawns 4 charging low-poly green zombies around the outer edge; each wave spawns 3 + wave enemies up to 9 simultaneously, and the next wave begins about 0.85 seconds after all enemies are killed. Zombies use an animated zombie model with a running animation, or a simple green capsule fallback. Spawn them at a radius of about 26.5 units, have 45 + 8 per wave HP, and make them rush directly toward the player at roughly 2.0 units/second with a small wave-based speed increase. They navigate around the cover using the same collision logic. At close range (within about 0.92 units), attack every 0.78 seconds for 12 damage, with brief player invulnerability after each hit. On damage, briefly show a translucent red full-screen flash and a subtle camera shake. If HP reaches zero, stop gameplay and show a centered game-over overlay reading “Overrun,” the reached wave, enemies killed, score, and a “Run It Back” restart button.

Implement shooting with a short cooldown of 0.18 seconds. Each shot creates a small glowing yellow-orange projectile traveling in the player’s facing direction at about 18 units/second, lasting just under one second. A projectile disappears at the arena edge, on a crate/barrel, or on an enemy; it deals 28 damage. Award 5 score for a hit and award 20 + 2 per current wave for killing an enemy. While enemies are present, also add approximately 2 score per second for survival. Track Wave, Score, HP, Enemies, and Kills in a fixed top HUD. Include a laser-like shot sound when firing.

Support desktop controls: WASD or arrow keys move; click the battlefield to aim toward the clicked ground position and fire; hold/press Space or K to auto-aim at the nearest enemy and fire. Support mobile controls: a translucent circular virtual joystick at bottom-left with a pale yellow knob for movement, and a large glossy red-orange circular FIRE button at bottom-right; holding FIRE repeatedly auto-aims at and shoots the nearest enemy. Hide the mobile controls on wide desktop screens. Prevent page scrolling and support touch input.

Use a dark translucent, rounded HUD panel at upper-left showing “Wave [number]   Score [number]” and a second line “HP [value] • Enemies [count] • Kills [count].” At upper-right show the contextual hint: “Mobile: left stick moves, FIRE auto-aims. Desktop: WASD/Arrows move, click or Space fires.” Before play, show a large centered dark translucent rounded title card with the title “WARLINE RUSH” in pale yellow/cream uppercase lettering, the subtitle “Endless top-down firefights. Survive the waves, use crates for cover, and keep moving.” and a large pill-shaped yellow-to-orange “Start Mission” button with dark text and a strong shadow. Keep HUD overlays pointer-transparent except for buttons and touch controls. The overall art direction is polished low-poly/toon-shooter: olive battlefield, warm yellow highlights, dark glass-like UI panels, bold cream typography, soft shadows, and readable arcade feedback. Do not add unrelated weapons, pickups, bosses, ammo systems, or extra game modes.

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