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Arcade › Cold Scope
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Cold Scope was built by Vitória Vieira 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 Cold Scope 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 browser-based first-person 3D sniper game titled “Cold Scope.” The player is stationary at one of three marked elevated perches in a cold, overcast industrial/suburban town, looking across distant rooftops, roads, fences, trees, and a factory crane. Use a dark blue-gray dusk palette, atmospheric fog, soft shadows, and a semi-realistic low-poly Kenney-style environment. Show a sniper rifle viewmodel at the lower right when not scoped. The player cannot freely walk; they can transition between three elevated circular perch pads with sandbag cover using buttons labeled “1. Perch 1,” “2. Perch 2,” and “3. Perch 3,” or keyboard 1/2/3. Each perch changes the camera position and initial aim angle to open different shot lanes. Core objective: eliminate every required target marked by an orange glowing identification lamp before the mission timer expires or ammunition reaches zero while required targets remain. Mix the required orange targets with blue-lit decoys. Targets are small dark mannequin silhouettes made from a capsule-like torso, sphere head, thin legs, and a glowing badge/lamp; they stand on distant rooftops, catwalks, fence lines, or near trees. Required targets move back and forth along either the x or z axis with different amplitudes and speeds, and face toward the player. Decoys also move and are valid hit objects, but shooting one gives a score penalty and does not count toward the objective. A hit target should become semi-transparent, darken, tilt/fall, and drop slightly. Implement two sequential levels. Level 1 is “Level 1 — Factory Edge”: 80 seconds, 8 rounds, mild wind vector approximately (1.2, 0, -0.5) with displayed magnitude about 1.3 m/s, three required orange targets named Alpha, Bravo, and Charlie plus two blue decoys. Level 2 is “Level 2 — Crosswind Intercept”: 68 seconds, 7 rounds, stronger wind approximately (2.1, 0, -0.8), four required targets Delta, Echo, Foxtrot, and Golf plus two blue decoys. Place the targets at very long range around positions comparable to x=-70 to -190 and z=-45 to -170, with rooftop targets around y=20–32 and ground/fence targets around y=5. Make the first level’s perches roughly at (-18,12,42), (0,14,56), and (18,13,46), and the second level’s around (-26,13,58), (4,15,60), and (28,12.5,50). Use mouse controls: clicking the viewport locks the pointer; mouse movement aims. Hold right mouse to scope, reducing the camera field of view from about 65 degrees to 18 degrees and showing a circular scope overlay with darkened outside area, white ring, horizontal/vertical crosshair lines, center dot, and small ticks. Left mouse fires. On touch devices, support drag-to-aim and visible Scope, Steady, and Fire buttons. Hold Shift while scoped to hold breath/steady aim; breath drains while held and regenerates when released. Sway should be noticeably larger when unscoped, much smaller while scoped, reduced further while holding breath, and increased when breath is depleted. Implement finite projectile ballistics rather than instant hits: bullets travel at roughly 126 units/sec in level 1 and 122 in level 2, with downward gravity around -5.3 or -5.8 and wind drift applied during flight. The player must lead moving targets and aim slightly high at long range. Render brief glowing bullet tracer lines. Detect sphere-like intersections against target head and torso while the projectile travels. Head hits count as headshots and score +320; body hits on required targets score +180; hitting a decoy scores -140, clamped so score cannot go below zero. Track fired shots, hits, accuracy percentage, and headshots. When all required targets are down, award time bonus equal to remaining seconds times 18, accuracy bonus equal to accuracy percentage times 2.2, and headshot bonus of 120 per headshot, then show a level-cleared overlay with these values and a button for the next level. After level 2, show “Range secured” and a “Run it again” button. Failure occurs when time reaches zero or ammunition and in-flight projectiles are exhausted with required targets still alive; show a mission-failed overlay with remaining targets, shots fired, headshots, score, and a retry button. Build a fixed translucent HUD over the 3D view. Top left: level name, objective “Eliminate every orange lamp before time or ammo runs out,” and a list of required target descriptions. Top center: “MISSION TIMER” and a large mm:ss countdown, turning yellow/red as it gets low. Top right: Score, Ammo as current/max, Accuracy, Wind with numeric m/s and directional arrow, and Breath percentage. Bottom left: controls help text. Bottom right: the three perch buttons, highlighting the current perch. Use rounded dark glass panels with pale blue text and orange accents. Before play, show a centered “Cold Scope” briefing overlay explaining orange lamps are valid, blue lamps are decoys with a penalty, bullet travel/drop are active, and the player loses on timer or ammo; include a “Begin mission” button. Use the same overlay style for loading, level-cleared, and failure states. Include click and heavy-metal firing sounds if available, but preserve playability without audio.