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Arcade › Ya Hussein
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Muthana Rain built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ya Hussein yet. Play it, then tell Muthana Rain what you would add next.
Ya Hussein was built by Muthana Rain 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 Ya Hussein 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.
Recreate "Ya Hussein: The Last Stand" as a browser-based 3D side-scrolling action game using Three.js. Use an orthographic camera looking across the X/Y plane from the front at z≈16, with a fixed side-on battlefield and slight horizontal camera follow as the player moves. Keep the visual style low-poly and game-like: warm directional sunlight, soft hemisphere lighting, shadows, fog, dark brown/charcoal destroyed-city scenery, and simple solid-color materials. Load a low-poly animated male soldier as the player and an animated low-poly mech as each stage boss; clone the models for enemies. The soldier starts near the left side of a long horizontal ground platform, faces toward the right, and can move only horizontally within a broad arena. Use gravity and jumping, with the character landing back on the ground. The game has two sequential combat stages. Stage 1 is labeled in the HUD as "STAGE 01 // DESTROYED CITY" with boss name "URBAN COMMANDER". Build a dark reddish-brown ruined urban backdrop: a long ground slab, back wall, and repeating chunky ruin/building blocks of varied heights. Spawn three soldier-like raider enemies around x=-1, 3, and 6, each with 35 HP, which slowly pursue the player and damage him on close contact. Spawn a larger mech boss on the right around x=8 with 200 HP; it slowly tracks the player's horizontal position and deals contact damage. When the boss is defeated, advance to stage 2 and reset health and ammo. Stage 2 is labeled "STAGE 02 // INDUSTRIAL ZONE" with boss name "HEAVY COMBAT MECH". Use a cooler dark blue-gray background and repeating industrial factory blocks, tall narrow pipes, and orange/red pipe accents. Spawn the same three raider-style enemies, but give them 45 HP and slightly faster movement/contact damage; use a larger mech boss with 300 HP, slower pursuit than the first boss, and stronger contact damage. Defeating the stage 2 boss displays the centered message "CAMPAIGN SLICE COMPLETE" and stops gameplay. Core controls: A/D or left/right arrow keys move horizontally; W or Space jumps; J fires the rifle; K performs a melee attack; N manually advances to the next stage; R reloads/restarts only if the player is dead according to the implementation (there is no actual reload mechanic during normal play). Also provide touch controls over the canvas: left and right circular arrow buttons, a JUMP button, a FIRE button, and a HIT button. Hold movement and fire buttons; melee is an instant action. Clamp player movement approximately from x=-15 to x=15. Start with 100 health, 24 ammunition, and score 0. Firing consumes one ammo, has a short cooldown, and launches a small glowing round from the soldier toward the right. A round travels quickly, expires after a short lifetime, and damages a raider for 18 or the boss for 10; defeated raiders become invisible and award 100 score. Melee damages nearby raiders for 22 and the boss for 14, with a short burst of bright sparks at the hit location. Add glowing orange/yellow projectile and impact particles/sparks with simple physics and brief lifetimes. Enemies and bosses should continuously pursue the player and inflict contact damage only on cooldown; health cannot go below zero. At zero health, stop updates and show a game-over state; allow R to reload the page/restart. Use a simple jump arc with strong gravity and no air control restrictions beyond normal horizontal movement. Create a fixed HUD matching the screenshot: dark translucent rectangular panels with thin warm-gold borders and clean white uppercase sans-serif text. At top left show "YA HUSSEIN ·" followed by the current stage label. At top right show HEALTH and the numeric health, a red/orange health bar, AMMO and its count, a centered dot separator, SCORE and its count, then the boss name and a purple boss-health bar. Keep the HUD overlaid and non-interactive except the touch controls. At the bottom center show the hint panel: "A/D move · W/Space jump · J fire · K melee · N next stage". Use full-screen responsive rendering, preserve shadows, and add a centered translucent end-message overlay when the campaign completes. The result should feel like a compact two-stage low-poly side-view soldier-versus-mech boss fight, not an endless runner or a platforming level.