Create a playable browser first-person shooter starring minifig characters — blocky little plastic toy people with cylinder heads, claw hands, and printed faces — fought out in the Call of Duty idiom with full combat mechanics fidelity. The player drops into a first-person view down the barrel of a weapon held in stubby minifig arms, moves through a toy-scale battlefield, engages enemy minifigs, and completes match objectives. It should read instantly as a modern military shooter that happens to be built entirely out of toy bricks, and it should play like one, not like a demo that gestures at one.
Full combat mechanics fidelity is the heart of this request, so build the whole gunplay stack rather than a simplified shooting toy. Movement should carry weight and momentum: walk, sprint with its own stamina and recovery, crouch, prone or slide, jump, mantle or vault over low cover, and lean if it fits. Weapon handling should include distinct aim-down-sights and hip-fire behavior with different accuracy cones, per-weapon recoil patterns that climb and settle, bullet spread that grows with sustained fire and movement, damage falloff over distance, penetration through thin materials, headshot and limb multipliers, and the small delay before sights settle after sprinting. Reloading should distinguish a tactical reload that keeps the chambered round from an empty reload that racks the bolt, with cancelable animations and real magazine and reserve ammunition accounting. Give the player a loadout — a primary and a secondary with meaningfully different roles, plus a melee attack, frag and tactical grenades with cooking, bounce, and blast falloff, and a killstreak or field-upgrade layer if it serves the match. Weapon switching, sprint-out and sprint-in timing, and grenade throwing should all feel like discrete, interruptible states rather than instant toggles.
Combat feedback is where a shooter lives, so make every exchange legible. Hitmarkers that differ for body, headshot, and kill; a directional damage indicator; screen blood or visor cracks that recede as health regenerates after a delay; a killfeed; hit reactions and stagger on enemies; ricochet sparks, brick chips, and impact decals on the surfaces you hit; muzzle flash, dynamic light, shell ejection, and drifting smoke; tracers on some rounds; distinct audio for firing, impacts on different materials, whizzing near-misses, footsteps by surface, reload clicks, and low-ammo warnings. Enemy minifigs need real behavior states — idle, alerted, searching, taking cover, suppressing, flanking, reloading, throwing a grenade, retreating, and dying — with awareness driven by line of sight, noise, and last known position rather than an omniscient beeline at the player.
Lean all the way into the minifig look and let it do work the mechanics alone cannot. Studded plates and bricks make the level geometry; characters are rigid assemblies of torso, arms, hands, legs, and head with the exact limited joint rotations a minifig has, so running is a stiff, comic waddle and aiming is a shoulder pivot. Surfaces have injection-molded plastic sheen, mold seams, and slight color variation. When a minifig dies it should come apart into its component pieces and clatter to the ground; when explosions hit brick-built cover, the bricks should burst apart and scatter. Blood is out of place here — use popped-off pieces, scattered studs, scorch marks, and translucent-red trans-brick effects instead. Build the environment as a toy diorama: a bombed-out brick town, a desert outpost on a baseplate, a warehouse, a snowy compound, whatever fits, with sightlines, lanes, cover, verticality, and flanking routes designed like a real multiplayer map rather than an open field with boxes.
Carry the experience through the full shape of a match, not just the shooting. Include a main menu with the game's identity, a loadout or class selection screen, a settings panel with mouse sensitivity, field of view, invert options, audio levels, and control remapping, plus pointer-lock capture and a clear prompt to click to play. In-match, give the player a complete HUD: crosshair that reacts to spread, ammo counter and magazine indicator, health or shield state, minimap or compass with enemy pings, objective and score display, match timer, killfeed, and grenade indicators. Support pausing, dying, a respawn timer with a spectate or kill-cam moment, scoring and progression across the match, and an end-of-match summary. Include the quiet and secondary states too — the reload you cancel by sprinting, the empty magazine, the grenade you cook too long, the enemy who never spots you, the moment between waves — because those are what make a shooter feel inhabited.
The whole thing must run in a browser and feel good doing it: a stable frame rate under load, responsive mouse-look with no perceptible input lag, sensible keyboard and mouse controls following shooter conventions, and graceful behavior on different screen sizes and when the pointer lock is released. Aim for the visual and mechanical style of the genre without using any real-world brand's logos, trademarks, character likenesses, or copied assets — the toy-brick look and the modern-military-shooter feel should be built from scratch.
Do not take shortcuts, substitute a cookie-cutter shooting-gallery template, or stop once the artifact is recognizably a first-person shooter. This skill imposes no token budget limit, so pursue the full depth of the combat systems, the minifig presentation, the enemy behavior, the match flow, and the smallest pieces of feedback that make a firefight readable, and keep refining until the game feels authored, cohesive, and genuinely fun to play.