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Arcade › Bird Blaster
Click the game above and it runs right here in your browser. No download, no installer, no account needed. monique Davis built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Bird Blaster yet. Play it, then tell monique Davis what you would add next.
Bird Blaster was built by monique Davis 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 Bird Blaster 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.
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 full-screen 3D arcade shooting game titled “Bird Blaster.” Use a Three.js-style perspective camera looking across a bright outdoor scene: a solid sky-blue background with light fog, a large flat green circular ground, several rounded darker-green hills in the distance, and three clusters of soft white spherical clouds high in the sky that slowly drift sideways and wrap around when they leave the scene. Use simple low-poly/stylized geometry, soft directional sunlight, ambient hemisphere lighting, and visible shadows. The camera should sit around (0, 7, 14) and look toward the distant sky/ground around y=5. The player does not have a visible avatar or weapon. Show a white crosshair centered on the screen on desktop; it consists of thin vertical and horizontal lines with a subtle dark shadow/glow. Hide the crosshair on narrow/mobile screens. Mouse movement controls the aiming pointer, and shooting raycasts from the camera through the pointer into the 3D world. The target is one stylized brown bird flying left-to-right or right-to-left across the sky. Build it from simple meshes: a rounded dark-brown body stretched along its travel axis, a smaller brown head, a short orange cone-shaped beak pointing forward, two white eyes with tiny dark pupils, two dark-brown rectangular/blocky wings extending to either side, and a small dark tail cone. Give the bird a transparent spherical hit volume somewhat larger than the visible bird. The bird starts at either x=-11 or x=11, travels across the scene, and respawns at the opposite side after passing x=12.5 or -12.5. Its altitude is randomized between about 4.8 and 9.3, with gentle vertical bobbing, slight depth oscillation, and rapid alternating wing flapping. It faces the direction of travel. Bird speed is randomized around 0.8–1.7 and increases slightly with score. When hit, increment the score, respawn the bird, and briefly make the body and wings glow warm orange/brown while the message displays “Direct hit!” The round starts with score 0, 10 shots, and no visible game-over overlay. Each shot consumes one shot whether it hits or misses. A hit occurs only when the camera ray intersects the bird’s invisible spherical hit volume; otherwise increment a misses counter. Prevent shots faster than roughly 180 milliseconds apart. After the tenth shot, set game over and stop accepting shots. At game over, show the message “Round over — you hit X birds.” and reveal a restart button labeled “Play Again.” Clicking/tapping Play Again or pressing R resets score to 0, shots to 10, misses to 0, clears game over, and respawns the bird. Do not add lives, ammo pickups, enemies, weapons, or other game modes. Add a fixed HUD over the canvas. At the top-left display bold white text with dark shadow: “Score: 0” (updated live). At the top-right display “Shots: 10” (updated live). Centered near the top, show a rounded semi-transparent dark pill with a faint light border and the instruction “Tap the bird or aim with the crosshair and hit SHOOT.” Use responsive font sizing. At the bottom-right, place a large 104px circular-looking red gradient button with a light border and drop shadow, labeled “SHOOT” in bold white uppercase; it should work on touch and pointer input. At the bottom-left show a rounded translucent dark hint panel reading exactly: “Desktop: move mouse + press Space. Mobile: tap the bird or the red button.” On mobile, tapping the bird directly should shoot at the tapped location; tapping the red SHOOT button shoots using the current aim pointer. On desktop, clicking the canvas shoots at the cursor location, and pressing Space (also accept K if desired to match the implementation) shoots at the current pointer location. The canvas and controls should fill the viewport, prevent page scrolling, support safe-area insets, and be responsive to resizing.