Screenshots
Game Trailer
Gameplay Mechanics
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Move with WASD, aim with the mouse, and fire with the primary mouse button.
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Collect weapons, ammunition, health, and armor while fighting across the WrackFacility. In 5v5 Team Deathmatch, you join four neon-blue allies against five neon-red hostiles. In Free For All, choose a barrage of 5, 10, or 15 independent bots; they fight one another as well as you, producing a true arena battle rather than a firing squad aimed only at the player.
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Every match lasts six minutes. Easy, Medium, and Hard change bot aim and movement skill without secretly shrinking the battle. A five-second spawn shield prevents immediate spawn kills and breaks early if you fire. Live team scores or FFA standings, combat feed, hit feedback, and a focused debrief make the entire run readable from first shot to final result.
Key Features
- Two complete solo-versus-bots modes: 5v5 Team Deathmatch and Free For All.
- Independent FFA population controls for 5, 10, or 15 enemies.
- Three skill tiers that tune bot performance, not encounter size.
- High-visibility neon-red enemies and neon-blue teammates.
- Classic arena weapon, ammunition, health, and armor pickups.
- Purpose-built crosshair, hit confirmation, kill feed, damage feedback, and mode-aware HUD.
- Five-second respawn protection with clear visual feedback.
- Six-minute sessions, local personal bests, full debrief, and one-click replay.
- Runs directly in a desktop browser with no account or installation.
What makes CoreFall stand out?
CoreFall compresses the speed and chaos of a classic arena FPS into one
self-contained 32×32-inspired orbital plot and a clean, judge-friendly browser run. Its key twist is honest combat configuration: population and difficulty are separate controls, so players decide how crowded the arena becomes without weakening the AI.
The 15-bot FFA is a living battle of independent combatants, while 5v5 delivers a readable red-versus-blue team war. A unified neo-retro
industrial interface carries the same visual language from setup and loading
through combat, death, debrief, and instant rematch.
AI Tools Used
Minds by Animoca Brands (Game Designer Mind), OpenAI Codex, and Claude.
How AI was integrated into development
Minds was the game-design and orchestration copilot of production. The Game Designer Mind led the core-mechanics direction, mode and difficulty structure, asset-design briefs, logic decomposition, step-by-step build orchestration, and playtest iteration.
Codex and Claude translated that direction into implementation, debugging, runtime validation, interface polish, release packaging, and deployment. AI was used as a continuous design-engineering loop rather than for a single isolated asset: every screen and combat rule moved from design intent to code, automated tests, browser verification, and revision.
Community
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