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Arrowwood Range

  • 3d
  • archery
  • first-person
  • arcade
  • target-shooting
  • timed
  • practice
0
Remix it Discord

3 plays ·added September 8, 2026

About Arrowwood Range

Step into **Arrowwood Range**, where you’ll take aim at moving targets with customizable arrows. Engage in practice mode to hone your skills or compete against the clock while managing wind drift and zooming in for the perfect shot. Score combos and unlock new challenges as you master your archery's

How to play

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

Discussion

Nobody has said anything about Arrowwood Range yet. Play it, then tell solomondelefalaju what you would add next.

Make your own game

Arrowwood Range was built by solomondelefalaju 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 Arrowwood Range 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 Arrowwood Range

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 first-person 3D archery-range game titled “Arrowwood Range,” with a stylized low-poly outdoor practice range and responsive desktop/mobile controls. Use a Three.js-like perspective camera positioned at the archer’s end of a broad brown dirt/wood path, surrounded by flat green ground, a dark green backstop wall in the distance, atmospheric green fog, warm sunlight, soft shadows, and scattered pine trees along both sides. Place a visible simple wooden bow model in the lower foreground: a curved brown bow with grip and pale string, angled subtly with the camera aim.

At the far end, create five circular target boards on wooden posts. The first three are normal-sized and positioned around z=-18, -24, and -30 at varying heights and horizontal positions; two smaller, farther targets at approximately z=-38 and -46 should be special long-range targets that only become visible when zoom is at least 1.8x. Each target is a layered circular board facing the player, with an off-white outer face, red inner ring, and gold bullseye. Targets continuously slide side-to-side with sinusoidal motion; normal targets use moderate horizontal travel and speed, while the distant zoom-only targets move farther and somewhat faster. When struck, animate the target with a brief enlarging/spinning pulse, then hide it. In practice mode, hit targets respawn after about 0.9 seconds; in timed mode they stay cleared.

The core mechanic is aiming and firing arrows at the moving targets. Aim by moving the mouse, or dragging on touch; constrain vertical look to a modest range. A crosshair stays centered on screen. Clicking the 3D view, pressing Space, or pressing the large mobile FIRE button launches an arrow from the camera along the crosshair ray. Simulate arrow flight with visible pale wooden arrow shafts, orientation aligned to their velocity, and remove them after about 2.2 seconds if they miss. Apply changing wind drift: wind oscillates smoothly between roughly -0.34 and +0.34, pushes arrow velocity sideways during flight, and is shown in the HUD with a left/right arrow, numeric strength, and a small colored meter.

Implement three selectable arrow/ammunition types shown in a bottom-left bar: NORMAL (key 1), HEAVY (key 2), and SPLIT (key 3). Normal fires one arrow at speed 34 and normal scale; Heavy fires one larger arrow at speed 25; Split fires two smaller arrows with slight opposite horizontal offsets at speed 31. Make the active ammunition button gold-highlighted. These are the actual firing differences; do not add ammo counts.

Include two modes. The initial screen shows a centered gold START RANGE button and a dark green PRACTICE MODE button beneath it. Timed mode starts with 30 seconds, hides the start controls, and ends when the countdown reaches zero, showing “RANGE COMPLETE” and the final score plus PLAY AGAIN and PRACTICE MODE controls. Practice mode shows an infinity symbol instead of a countdown and continues until the player chooses another start/restart.

Scoring: detect where the arrow path intersects a target. A normal target awards 100 for a bullseye within roughly 0.42 world units, 50 for the inner ring within roughly 0.78, and 25 for an outer hit; distant zoom-only targets award 200 when hit. Successful hits increment a combo, with multiplier starting at x1 and increasing by one every three consecutive hits up to x5. A missed arrow resets combo and multiplier to x1. Display a temporary floating gold +points hit marker near the crosshair, maintain a five-entry score history at left with labels such as HIT x2 or LONG x3 and point values, and show COMBO xN under the score.

HUD styling should match the visual: full-screen overlay with dark translucent rounded panels, cream text, gold uppercase labels, warm gold buttons, and a compact arcade aesthetic. Top-left panel reads ARROWWOOD RANGE, current score, and combo. Top-right panel reads TIME, remaining seconds or ∞, ZOOM 1.0x–2.8x, WIND with direction/value, and the wind meter. Keep a small centered pale crosshair. At zoom >=1.8x, display a circular scope overlay with darkened edges, a pale circular rim, and a gold plus reticle; otherwise show only the normal crosshair. Zoom using mouse wheel or touch pinch, clamped from 1.0x to 2.8x, changing camera field of view from 58 degrees divided by zoom. The bottom hint should say approximately “Aim with mouse or drag · Scroll/pinch to zoom · Click to loose an arrow.” On mobile, display the circular red-orange FIRE button at lower right; on wider desktop screens hide that button and rely on clicking/Space. Make the layout fill the viewport, prevent page scrolling, support resize, and use touch-friendly controls.

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