Skip to content

Arcade › Zone Delta

Zone Delta

  • 3d
  • third-person-shooter
  • action
  • urban
  • low-poly
  • combat
  • mobile-friendly
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Moli Lili built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Zone Delta yet. Play it, then tell Moli Lili what you would add next.

Make your own game

Zone Delta was built by Moli Lili 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 Zone Delta 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 Zone Delta

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 third-person 3D urban combat sandbox called "Zone Delta". The player controls a low-poly male soldier in a suburban city sector, viewed with a follow camera about 6 units behind the character. Use a muted, realistic low-poly style: blue-gray sky with distance fog, green terrain, dark asphalt roads arranged as a grid of crossing north-south and east-west strips, occasional pale road markings, suburban building-kit structures around the perimeter, and scattered simple stylized trees with brown trunks and faceted green crowns. Use directional sunlight, soft shadows, ambient/rim lighting, and a subdued military color palette.

Place the soldier at the center of the road grid, initially around the southern side of the playable area. Give him a visible compact pistol in his hands. Movement is third-person WASD with mouse look, normal walking speed around 5.7, jumping with Space, and sprinting with Shift. Include an equivalent mobile interface with an integrated joystick, circular FEU/fire, SAUT/jump, E/use, and RUN buttons. Keep the camera and player movement responsive and allow the player to look around while moving.

Spawn four hostile soldier characters in the city: approximately at (-8, 0), (8, -4), (0, -14), and (17, 8) relative to the road-grid center. Enemies should initially idle, detect the player within 18 units, turn toward and chase the player at roughly 1.15 units per second until close, and attack automatically when within 11 units with a 1.3-second cooldown, dealing 8 damage per hit. Enemies have 1000 health. They use cloned soldier models with slightly darker/desaturated materials. When shot, show hit feedback: body shots deal 50 damage and headshots (hits above roughly 1.45 units over the enemy's feet) deal 500 damage. Show floating center-screen damage text, colored yellow for normal damage and red for headshots. At zero enemy health, leave the enemy fallen/tilted on the ground, mark it dead, display “Cible neutralisée,” and award 100 score. There is no stated win screen or level transition; this is an open combat encounter.

The initial weapon is labeled “Pistolet MK-I” with 12 rounds. Fire with left mouse click or the FEU button, using a center-screen four-segment white crosshair. The pistol has a 260 ms firing interval, consumes one round per shot, and can hit enemies using a ray cast from the center of the camera. If the shot does not hit an enemy, optionally show a small glowing tracer projectile traveling forward briefly. Add a rifle pickup that changes the weapon label to “Fusil tactique,” gives 18 additional rounds, and changes the fire interval to 120 ms. Include a reload behavior matching the existing implementation: pressing R resets the current ammo display to 12.

Place three floating loot crates around the player: ammo at (-3, 5), health at (3, 2), and tactical rifle at (8, 4). Each is a small brown cube/crate with a hovering, slowly rotating faceted icon: gold for ammunition, green for healing, and blue-gray for the rifle. When the player is within about 2.6 units and presses E or the mobile E button, collect the nearest pickup and remove it. Ammo grants +24 rounds and displays “+24 munitions”; health restores 35, capped at 100, and displays “Soin +35”; the rifle equips the tactical rifle and displays “Fusil tactique équipé.” Have pickups bob subtly as they rotate.

Build the HUD as a clean, dark translucent glass overlay with rounded corners and thin white borders. At the upper left show a panel titled “ZONE DELTA,” subtitle “Escouade solo · secteur urbain,” a horizontal health bar transitioning red through orange to yellow, and text such as “100 / 100.” At the upper right show the current weapon name and a large ammo count followed by “/ ∞.” Put the crosshair at screen center only while a weapon is equipped. Show temporary notifications near the upper center and temporary damage numbers near the center. Along the bottom center show the French control hint: “WASD · souris pour regarder · clic pour tirer · E pour ramasser · Espace pour sauter · Shift pour sprinter,” while on touch devices show “Joystick intégré · bouton FEU · bouton SAUT.” Use a dark navy page background and responsive mobile HUD styling. Track health, ammo, score, current weapon, enemy HP/dead state, and player position as game state.

More free browser games

Browse the whole Arcade →