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Arcade › Bone Hunt

Bone Hunt

  • 3d
  • survival
  • arena
  • action
  • low-poly
  • forest
  • wave-defense
0
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How to play

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

Discussion

Nobody has said anything about Bone Hunt yet. Play it, then tell Leland Hochstetler what you would add next.

Make your own game

Bone Hunt was built by Leland Hochstetler 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 Bone Hunt 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 Bone Hunt

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 browser-playable 3D third-person survival arena game titled “Bone Hunt,” built with Three.js primitives and responsive desktop/mobile UI. The player is a stylized low-poly hunter in a circular forest clearing, viewed by a camera positioned behind and above the character, following the hunter and looking slightly ahead in the direction they face. The clearing is a green circular ground area about 34 units in radius, with a dark ring around its edge. Surround it with a sparse forest border of roughly 28 simple brown tree trunks topped with dark green cone-shaped foliage, plus scattered gray low-poly rocks. Put a small campfire near the center: a low brown fire base with crossed logs, an animated orange emissive cone flame, and a warm point light. Use a blue daytime sky initially, fog, soft shadows, and gradually darken the lighting and sky toward night as the 90-second hunt progresses; the final phase should feel like nightfall while the campfire remains warm and visible.

The hunter starts at the center with 100 health and is represented by simple low-poly meshes: a skin-colored capsule-like body/head form, a dark green cylindrical torso, and a pale bone-colored semicircular bow with a small pale aiming marker projecting forward. The player moves at roughly 9.2 units/second, constrained inside the clearing. Desktop controls: WASD or arrow keys move, mouse position aims toward the ground, and holding the mouse button or Space repeatedly fires. Mobile controls: show a translucent circular virtual joystick at bottom-left for movement and a large round FIRE button at bottom-right; while FIRE is held, automatically aim at the nearest enemy and shoot. The hunter should smoothly turn toward movement or aim direction. Each bone arrow is a visible pale shaft and pointed tip, travels in a straight line at about 25 units/second, lasts about 1.7 seconds, and can be fired every 0.34 seconds. Each arrow deals 34 damage and produces a brief expanding colored impact burst on contact.

The goal is to survive until dawn at 90 seconds while scoring points by killing beasts before they reach the hunter. Spawn enemies around the outside edge of the clearing and have them continuously chase the player. Use two enemy types made from simple low-poly capsules, spheres, boxes, and four legs: gray wolves and larger brown bears. Wolves are faster and weaker: speed 6.7, 38 health, 12 damage, 10 points per kill, approximately 0.78 size. Bears are slower and tougher: speed 4.15, 84 health, 22 damage, 25 points per kill, approximately 1.18 size. Enemies should separate slightly so they do not overlap. When an enemy reaches the hunter, apply contact damage every 0.5 seconds (the implemented damage is the enemy damage multiplied by 0.14), flash the player briefly red, and reduce the health bar. Remove enemies when their health reaches zero, increment kills, add their score, and show a brief impact/death burst. Wolves should dominate early and bears become increasingly common as time passes, with bear chance rising from about 28% at the beginning to about 56% near the end. Spawn intervals should ramp from about 1.45 seconds early to 0.48 seconds late, with occasional extra spawns after the first 40% of the hunt.

Implement the progression threat labels shown in the HUD: “Calm” for the first 25% of the timer, “Rising” through 55%, “Feral” through 82%, and “Nightfall” for the final section. The game starts on a full-screen dark translucent overlay card explaining that a wolf pack found the camp, bears came with the dark, the player must last 90 seconds, bone arrows kill wolves quickly but bears take more hits, staying mobile is important, and the win condition is surviving until dawn. Include a prominent gold “Start Hunt” button. On the HUD during play, use a dark translucent glass-like top bar with readable stat cards for Score, Kills, Time (counting down from 90), Threat, and a horizontal Health bar starting full with a red/orange/yellow gradient. Add a lower-left instruction panel saying bone arrows are ready and describing desktop and mobile controls. At the end, show a centered overlay: on victory, title “Dawn breaks.” and text reporting that the player lasted 90 seconds and how many beasts were dropped; on defeat, title “You were overrun.” and text reporting score and wolves/bears dropped, with a “Hunt Again” restart button. Keep the visual style stylized low-poly, dark atmospheric forest survival with warm campfire contrast, clean modern sans-serif HUD typography, rounded translucent panels, gold accent buttons, and responsive touch-safe layout.

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