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by inspiration from miriofi
A low-poly first-person arena shooter, drawn by a software 3D renderer written from scratch. Four waves attack in exactly the same pattern every single run, so it is a sequence you learn rather than a fight you improvise. Clear them all, grab the floating shards, and try not to stand still. Inspired by a suggestion from miriofi.
Sign in to save your Shards across visits.
Sign in to put your score on the board.
A low-poly first-person arena shooter drawn by a software 3D renderer. Four waves attack in the same pattern every run, so it rewards learning them.
A first-person arena in four waves. You have three health, and a run ends when it is gone or the last wave is cleared.
W A S D or the arrow keys to move, the mouse to aim (click the game first so it captures the pointer), and click or Space to shoot. On a touch screen, drag to look and tap to shoot.
Each enemy you defeat scores 250 points and each floating shard you pick up scores 120. Clearing a wave adds a bonus that is larger the faster you do it, and whatever health you have left at the end is worth 500 points each. The result screen shows the shards you got and the health you finished with.
The waves are a fixed script: the same enemies appear at the same places and times in every run, and they telegraph each attack just before it lands. That means the game rewards learning rather than reflexes, so replay it and plan where to stand.
Keep moving sideways while you shoot, and collect shards between waves instead of during one. Do not stand still, because the enemies walk toward you and a standing target is the easiest to hit.
Every triangle is drawn by code in the page with no graphics library, which is why the art is flat-shaded low poly.
Playtime only counts while you are actively playing: a hidden or idle tab earns nothing.