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Deadeye Relay

  • 2d
  • arcade
  • shooting
  • aiming
  • touch
  • timed
  • tactical
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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. Hana built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Deadeye Relay was built by Hana 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 Deadeye Relay 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 Deadeye Relay

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 portrait-friendly, full-screen 2D canvas arcade shooting game titled “Deadeye Relay.” The player is a stationary long-range marksman looking through a large circular scope over a dark, atmospheric ridgeline landscape. Use a muted tactical palette: deep green/charcoal gradient sky, dim rolling ridge silhouette, subtle vertical distant shapes, and a faint warm circular glow in the upper-right background. Render the scope as a large translucent dark circle centered wherever the player is aiming, with a pale green outer ring, thin horizontal and vertical crosshair lines, and a small gold center reticle. Put a small dark range readout near the bottom inside the scope, reading “RANGE [number]m”; the number should vary with scope position around a baseline of roughly 420m.

Gameplay starts on a menu state with the scope and targets visible behind a translucent dark overlay, a large centered “DEADEYE RELAY” title, and the subtitle “Long-range shots. Moving targets. No time to waste.” Start with a 45-second run. At the top, overlay two rounded, translucent dark HUD panels: the left panel says DEADEYE RELAY, shows “0 pts,” “TIME 45.0s,” and a horizontal orange-to-red remaining-time bar; the right panel says CROSSWIND, shows a directional arrow and wind speed such as “→ 0.0 m/s,” plus “HITS 0 / 0.” At the bottom show the hint “Drag the scope to aim · hold breath to steady · tap FIRE to shoot,” then three large rounded buttons: HOLD BREATH, FIRE, and START RUN. After a run ends, replace START RUN with RESTART.

Populate the field with seven moving circular bullseye targets. Each target is drawn as a pale outer disk with a dark green inner disk, a red center ring/disk, and a small gold center, with faint cross lines and a subtle shadow. Targets spawn at varied positions in approximately the central field, move horizontally and slightly vertically, reverse at screen bounds, and reappear after being hit. Mix nearer/larger targets worth 100 points and smaller/farther targets worth 150 points. The player drags on the canvas (pointer/touch input) to move the aim target, clamped away from the extreme screen edges; the visible scope smoothly follows the drag target. Clicking/tapping FIRE or pressing Space shoots toward the current scope center, with a short cooldown of about 0.22 seconds. Select the closest live target to the crosshair: a shot hits if it is within the target radius plus a small tolerance after applying wind drift. On a hit, award a base value plus up to 80% bonus based on how close to the target center the shot is, and add another 35-point bonus while breath is held; increment hits, deactivate the target, respawn it after roughly 0.45–1.1 seconds, display a brief “+[points] CLEAN HIT” message, and generate a new random crosswind. On a miss, subtract 20 points without going below zero and briefly display “MISS · CORRECT FOR WIND.”

Each run uses a random crosswind between -5.5 and +5.5 m/s, shown with left/right arrow and one decimal place. Wind affects the horizontal shot test: when not holding breath use stronger drift, and when holding breath use reduced drift, so the player must compensate by aiming. Holding/tapping HOLD BREATH toggles a breath-held state, changes the button to “BREATH HELD” with a warm gold background, reduces aim sway and wind sensitivity, and grants the hit bonus. Also support holding Shift as the keyboard breath control, with keyup releasing it. While playing, the scope has subtle continuous sway; normal sway is noticeably stronger and breath-held sway is steadier. The timer counts down in tenths, updates the gradient time bar, and when it reaches zero ends the run, freezes gameplay, displays “RUN OVER · [score] pts,” and offers RESTART. Show brief centered status messages such as “FIND YOUR MARK” at the beginning, fading in/out over the scene.

Use responsive system sans-serif typography, uppercase spaced eyebrow labels, rounded HUD panels with thin pale-green borders and soft shadows, and large touch-friendly controls. Keep the page locked to the viewport with no scrolling. The visual style should be minimalist, cinematic, tactical, and atmospheric rather than realistic 3D; all gameplay and scenery can be drawn procedurally in 2D canvas.

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