Skip to content

Arcade › Dust Draw

Dust Draw

  • 3d
  • western
  • quick-draw
  • arcade
  • reaction
  • rpg-lite
  • mobile-friendly
0
Remix it Discord

2 plays

How to play

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

Discussion

Nobody has said anything about Dust Draw yet. Play it, then tell Parker Pinsoneault what you would add next.

Make your own game

Dust Draw was built by Parker Pinsoneault 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 Dust Draw 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 Dust Draw

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 playable browser game titled “Dust Draw,” a stylized old-west quick-draw duel and frontier work-management game. Use a fixed third-person 3D camera looking down a warm, orange sunset western street. The scene should be low-poly/toon-like with cowboy character models, strong long shadows, dust-colored ground, a central darker dirt road, wooden hitching rails on both sides, saloon/bank/shop/jail buildings, cacti, barrels, and crates. Place the player cowboy in the foreground facing an opponent cowboy farther up the road; both have revolvers. Add a warm desert sky/fog and golden western lighting, with brief muzzle-flash light, gun kick, dust puffs, and simple gunshot/blip sounds when firing. Use a readable western UI over the 3D scene: dark translucent brown panels with tan/gold borders, cream Georgia-like serif text, gold highlights, red failure/primary buttons, and bottom-center responsive buttons suitable for mouse, keyboard, and mobile tap.

The main town screen must show the title “DUST DRAW,” explanatory text about choosing work, and four actions: “Face Boss,” “Bottle Challenge,” “Side Quest Board,” and “Upgrade Equipment.” The upper-left HUD displays “Dust Draw,” Cash, Rep, and four equipment levels: Holster, Revolver, Charm, and Vest. The upper-right panel displays the current boss name, title, draw time, reward, and a short italic quote. Include a small recent-event log panel at lower left (hide it on narrow mobile screens).

Core loop: the player begins with $60 cash, 0 reputation, boss index 0, and level-0 Holster, Revolver, Charm, and Vest. In a duel, show “HOLD...” and instruct the player not to shoot until “DRAW!” appears after a random delay of about 1.2–3.5 seconds. The player fires with a prominent FIRE button or Space/Enter. Firing before DRAW is a FOUL, pays no bounty, and offers Try Again or Town. Once DRAW appears, compare the player’s reaction time to the boss’s draw speed. A shot has a base accuracy of 0.58, improved by Revolver level, reduced by slow reaction, and slightly helped by Charm; cap accuracy at 0.97. A shot can hit only if reaction time is within the boss time plus a small Charm allowance. If successful, reduce the boss’s remaining HP; multi-hit bosses require another DRAW round. If the player misses or is too slow, the boss fires automatically after its draw time and the player loses, paying a doctor fee capped by available cash. Show reaction time, boss speed, hit chance, rewards, and clear result messages such as “BOSS DOWN!”, “LUCKY WIN!”, “OUTDRAWN,” and “VEST SAVED YOU.” A Vest can probabilistically save one losing duel per level and allow another round; a Charm can probabilistically save some missed shots. Winning grants the boss bounty plus a reaction-time bonus, raises reputation, advances the boss ladder, and unlocks the next boss. Provide retry, town, and shop options after results.

Use this exact four-boss ladder: Rattlesnake Reed, title “Back-alley braggart,” draw 0.82 seconds, accuracy 0.54, reward $45, 1 HP, quote “He twitches before the bell.”; Molly Blackspur, “Stagecoach bandit boss,” draw 0.68, accuracy 0.66, reward $90, 1 HP, quote “Never missed a lantern at midnight.”; The Tin Marshal, “Armored lawman gone bad,” draw 0.57, accuracy 0.74, reward 
50, 2 HP, quote “His vest can stop one bad shot.”; and Vulture Kane, “Canyon outlaw king,” draw 0.46, accuracy 0.86, reward
60, 2 HP, quote “Folks say he hears heartbeats.” After all four, replace the boss panel with “Outlaw trail cleared” and let the player continue challenges and side quests. The Upgrade Equipment screen must explain that upgrades have three levels and show purchasable buttons, disabled when unaffordable or maxed: Oiled Holster costs $80/
80/$360 and makes the boss get less time to beat the player; True Revolver costs
00/
40/$420 and improves shot accuracy; Lucky Charm costs $70/
70/$330 and saves some late shots; Tin-Lined Vest costs
20/
60/$500 and can survive a losing duel once per level. Include Back to Street and update cash/equipment immediately after buying. Implement Bottle Challenge as a timed side activity: spawn six simple green translucent bottles in a row behind the saloon, with slightly varying depth. Give the player 8.5 seconds, a FIRE button or Space/Enter, and show a live countdown and bottles-left counter. Each shot removes the next bottle, creates a green impact puff, and increments hits. Ending early or when time expires pays
0 per bottle hit; clearing all six adds
5 plus a time-left bonus and 1 reputation. Show “CLEAN RUN” or “TIME!”, then offer Run It Again, Town, and Shop. Include Quit while active. Implement Side Quest Board with exactly three selectable jobs: “Escort the Stagecoach,” risk 34%, reward $65, +1 rep, text “Ride shotgun past the canyon turn.”; “Find the Rancher’s Brand,” risk 22%, reward $45, +1 rep, text “Track hoofprints before sundown.”; and “Break Up a Card-Cheat Fight,” risk 45%, reward $95, +2 rep, text “The saloon table has gone quiet.” Explain that higher risk can cost doctor money. Resolve each immediately with randomness: Charm reduces risk by 0.04 per level and Vest by 0.03 per level; on failure deduct 35% of the reward (capped by current cash) and show “QUEST WENT BAD,” otherwise grant cash and reputation and show “QUEST DONE.” Offer Another Quest, Town, and Shop afterward. Support mouse click, touch/pointer tapping, and Space/Enter for FIRE. Use responsive overlay sizing and large buttons for mobile. Keep the game focused on the displayed quick-draw timing, accuracy, cash/reputation progression, equipment upgrades, six-bottle challenge, and three risk/reward side jobs; do not add unrelated combat, movement, inventory, or exploration systems.

More free browser games

Browse the whole Arcade →