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Arcade › Coin Range

Coin Range

  • 3d
  • arcade
  • shooting
  • upgrade
  • idle-shooter
  • first-person
  • endless
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. english2024instructor built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Coin Range yet. Play it, then tell english2024instructor what you would add next.

Make your own game

Coin Range was built by english2024instructor 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 Coin 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 Coin 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 browser-playable 3D first-person arcade shooting and upgrade game titled "COIN RANGE". Use Three.js or an equivalent real-time 3D renderer. The camera is fixed in a shooting-range scene, positioned at approximately eye height and aimed straight at one animated human training opponent standing directly ahead. Show the opponent centered in the scene, with subtle idle side-to-side movement and rotation. Load or recreate a stylized low-poly animated soldier/person character; use an Idle animation and, when hit, briefly play a receive-hit/punch animation, with a Victory animation on defeat. Place a first-person air rifle model in the lower-right foreground, attached to the camera. The rifle should visibly recoil when fired, and each shot should create a short bright pale-blue projectile/bolt streak from the muzzle toward the opponent plus a very brief camera shake. If external models are unavailable, use simple low-poly fallbacks for the person and rifle rather than omitting them.

The environment is a compact enclosed shooting range: a large dark gray floor, a back wall behind the opponent, dark side walls, a small coin/shop table on the left with a glowing gold ring/sign and several visible spinning gold coins, and an equipment rack on the right. Use cool dark blue-gray materials, soft shadows, fog, a bright neutral key light, and a blue rim light. The overall visual style is clean, slightly cinematic low-poly 3D with a dark navy background and bright yellow/gold coin accents.

Start with a full-screen translucent dark overlay and centered rounded panel. The title should read COIN RANGE in large glowing yellow text. Explain that the player shoots one person, earns coins per hit, and buys stronger equipment; provide a prominent Start button. The game is inactive until Start is pressed. After starting, show a temporary READY! dialogue.

Core loop and exact mechanics: the player begins with 0 coins, damage level 1, coin-gain level 1, rifle tier 1, target level 1, and a training opponent with 55/55 HP. Fire with the E key, Space, a click/tap on the canvas, or a clearly labeled mobile Shoot E button. Ignore firing before the game starts and enforce a cooldown of max(0.16, 0.55 - rifleTier*0.055) seconds. Every accepted shot increments shots and hits, deals damage equal to floor(5 + damageLevel*4 + (rifleTier-1)*7), and awards coins equal to max(1, ceil(damage*(0.18 + coinLevel*0.08) + rifleTier*0.5)). Add the reward to both current coins and total coins. Display one of AH!, OUCH!, HEY!, or OW! above/in the center of the scene for about half a second, show an animated yellow coin popup such as "+N coins", and update the target HP bar.

When target HP reaches zero, immediately increase target level by 1, calculate the new maximum HP as floor(55 + targetLevel*22 + targetLevel*targetLevel*3), reset the target to that full HP, show RESET!, play the victory animation briefly and then return to Idle, and grant a KO bonus of 10*targetLevel coins with a popup such as "KO bonus +N". The opponent remains in place as a repeatable stronger target rather than disappearing.

Add a visible HUD over the 3D scene. In the upper-left, use a dark translucent rounded panel showing: coin count, current damage, approximate coins per hit, rifle tier, and total hits. At the top center, show "TRAINING OPPONENT · LEVEL N" and a horizontal HP bar with a red-to-yellow gradient. Put a white glowing crosshair at the center. Show hit dialogue around the upper-middle and coin reward popups around the center. In the lower-left on desktop, show a compact instruction panel: press E or click to fire, every hit damages the person and gives coins, and buy upgrades. On small/touch screens, hide that hint and show the mobile controls at lower-right: Shoot E and Shop.

Include a Shop panel in the upper-right on desktop, styled as a dark translucent rounded card. It must show three functional purchase buttons whose labels include the current cost and current effect: Upgrade damage, Upgrade coin gain, and Cooler air rifle. Costs are calculated as damageCost=floor(18*1.55^(damageLevel-1)), coinCost=floor(25*1.65^(coinLevel-1)), and rifleCost=floor(55*1.85^(rifleTier-1)). If the player cannot afford an item, do not change stats and show "Need N coins". On a successful damage purchase, subtract the cost, increment damageLevel, show POWER UP!, and play a positive sound. On a coin purchase, subtract the cost, increment coinLevel, show MORE COINS!. On a rifle purchase, subtract the cost, increment rifleTier, show NEW RIFLE!, make the rifle slightly larger, and use the tier to make shots faster and more damaging. Use simple synthesized feedback sounds for firing, failed purchases, and successful upgrades, initialized after user interaction.

On touch/narrow layouts, move the Shop card to the lower area above the mobile controls, make it collapsible with the Shop button, and keep the HUD readable. Make all buttons rounded, dark blue-gray, lightly bordered, and responsive to pressing. Ensure clicks on Shoot trigger only shooting, while shop and start controls work independently. Keep the game as an endless repeatable training range with no player movement, no enemy navigation, no ammunition limit, and no additional invented enemies or objectives.

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