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Wildbound

  • 3d
  • third-person
  • shooter
  • arena
  • low-poly
  • action
0
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How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

Help this game get better

Made by C o u t o o o, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

Nobody has said anything about Wildbound yet. Play it, then tell C o u t o o o what you would add next.

Your review will be public. Tell the creator what worked and one thing you would improve.

Make your own game

Wildbound was built by C o u t o o o 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 Wildbound 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 Wildbound

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 3D third-person arena shooter titled “Wildbound // Skirmish.” Use a low-poly, blocky character aesthetic with simple Kenney-style humanoid models: one player character seen from behind and five identical enemy bots distributed around the arena. The player starts near the far end of a long central tan dirt path, facing into the arena, while bots spawn at positions around and beyond the path. Build the environment as a large flat square grassy field (about 70 by 70 world units) with a 10-unit-wide tan path running straight through it; place several chunky brown rectangular crate-like cover blocks on both sides of the path. Use a pale blue sky-colored background with atmospheric fog, bright warm directional sunlight, soft shadows, and ambient hemisphere lighting. Enable cast and receive shadows, with an orthographic-feeling but perspective third-person camera positioned roughly 8 units behind the player and aimed at the character. Keep the camera/player framing similar to the screenshot: the large player body is centered in the foreground, the path recedes toward the horizon, and enemies are visible in the midground. Give each character a simple dark blaster attached to their hand/body, with the player weapon visible from behind and enemy weapons darker as well. Characters should have idle, walking/running, and death animations when available; animate the player according to movement and enemies while they approach or idle.

Implement the core skirmish loop. Move the player with WASD, allow jumping with Space, and allow mouse dragging to aim/orbit the third-person camera. Fire with left mouse click or a prominent FIRE button at the lower right for touch devices. Put a white crosshair at screen center. Firing uses unlimited ammo, has about a 0.22-second cooldown, sends a hitscan ray forward from the player, and draws a very brief glowing yellow tracer from the weapon/player toward the hit point. A bot hit takes 34 health; bots have 100 health, require three successful hits to eliminate, and show a brief “Hit” or “Bot eliminated” notification. Bots automatically move toward the player at about 1.1 units per second until they are within 8 units, then face the player and idle. When within 25 units, they periodically fire red/orange tracers at the player, dealing 9 damage per shot; show a brief red full-screen damage flash and an “You are under fire” notification. Eliminated bots play their death animation, disappear from active targeting/behavior, and respawn after about 3 seconds at a random arena spawn point with full health. The match continues indefinitely.

Track player Health starting at 100, Kills starting at 0, active Bots count, and display Ammo ∞. If health reaches zero, stop normal movement and combat, show “You were eliminated — press R to redeploy,” and allow R to restart/redeploy the player at the starting position with health 100, kills reset to zero, all five bots restored, and a “Redeployed” message. Display this information in a fixed HUD: a translucent dark rounded panel in the upper left with the Wildbound // Skirmish brand, health number, red-to-yellow health bar, and “Kills 0 · Bots 5 · Ammo ∞”; an upper-right translucent panel reading “WASD move · Space jump” and “Mouse drag to aim · Left click fire”; a lower-left feed panel showing “MATCH LIVE” and event messages; a centered crosshair; a centered temporary notification panel near the top; and a lower-right circular red FIRE button. Use responsive full-window rendering and make the HUD readable over the scene.

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