Desert Siege
Survive five enemy waves in an abandoned desert temple town with three weapons and a compass that tracks hostiles. Copy the prompt, build the FPS with Kimi.
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Generate a five-wave survival FPS web game in a desert town.
Create a playable first-person shooter in an abandoned desert temple town. Use a dusty valley, weathered buildings and warm brown lighting to create a tense atmosphere. The player advances through the village, clears five waves of enemies and survives, with three weapon choices. Support WASD movement, Shift sprinting, left-click firing, right-click aiming, R reloading and Esc for pause and controls. Show health, weapon, ammunition, a compass and a minimap. Mark enemies on the compass and map, and change their markers once they detect the player. Restore health after several seconds without damage and replenish ammunition between waves. Include a clear deployment screen, hit and damage feedback, wave progress, win and loss states, and restart controls. Move the setting from the desert temple town to a polar research station in a snowstorm: buildings become dome pods, a weather tower and a sled garage, visibility rises and falls with the wind and snow, and the ground keeps footprints and track marks. Keep the five enemy waves, three weapons, compass and minimap markers, out-of-combat healing and all key bindings unchanged, with wind as the ambient audio.
Create a playable first-person shooter in an abandoned desert temple town. Use a dusty valley, weathered buildings and warm brown lighting to create a tense atmosphere. The player advances through the village, clears five waves of enemies and survives, with three weapon choices. Support WASD movement, Shift sprinting, left-click firing, right-click aiming, R reloading and Esc for pause and controls. Show health, weapon, ammunition, a compass and a minimap. Mark enemies on the compass and map, and change their markers once they detect the player. Restore health after several seconds without damage and replenish ammunition between waves. Include a clear deployment screen, hit and damage feedback, wave progress, win and loss states, and restart controls. Add a weapon mod bench to the intermission between waves: players trade parts earned from kills for attachments — red-dot sight, extended magazine, suppressor and foregrip — with up to two per weapon, each attachment actually changing recoil, magazine size or aim-down-sight speed. The bench shows a 3D preview that applies on confirm; all other wave rules stay the same.
Create a playable first-person shooter in an abandoned desert temple town. Use a dusty valley, weathered buildings and warm brown lighting to create a tense atmosphere. The player advances through the village, clears five waves of enemies and survives, with three weapon choices. Support WASD movement, Shift sprinting, left-click firing, right-click aiming, R reloading and Esc for pause and controls. Show health, weapon, ammunition, a compass and a minimap. Mark enemies on the compass and map, and change their markers once they detect the player. Restore health after several seconds without damage and replenish ammunition between waves. Include a clear deployment screen, hit and damage feedback, wave progress, win and loss states, and restart controls. Add an assist mode for new players: before starting, they can enable aim assist (the reticle gently snaps near enemies) and damage reduction (incoming damage cut by a third) in settings; while active, the HUD shows an assist badge and the clear time is flagged separately from standard scores. The assists can be switched off at any time, resuming the current wave under standard rules.
