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Dust Draw

  • 3d
  • western
  • quick-draw
  • reaction
  • mobile
  • arcade
  • side-quest
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. 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.

Recreate “Dust Draw” as a mobile-first 3D old-west quick-draw game viewed from a slightly elevated third-person perspective down a dusty main street. Use a warm stylized low-poly western look: orange/tan desert ground, a darker brown road running into the distance, strong golden sunlight, soft shadows and orange atmospheric fog. Line the street with simple boxy storefronts on both sides, pale signboards, scattered barrels and cacti, and an animated horse tied near a storefront. The player and opponent are simple stylized low-poly cowboys made from primitive meshes, with hats, heads, coats, boots, arms and visible revolvers. The player wears a blue coat; the boss’s coat color changes by boss.

The core loop is a reaction-time duel. The HUD at the top should show the current boss and title, Boss HP, player Health, Grit, Cash, Parts, and Gun level. Begin in a town/menu state with a large dark translucent brown modal outlined in gold, titled “Dust Draw,” explaining: the cowboys begin back-to-back, walk apart, turn, and the player must tap only when the main button says “FIRE!”; early taps or slow reactions cost health/grit, and empty grit or health loses the duel. Provide large rounded mobile buttons: “Start Duel,” “Open Upgrades,” “Side Quest”/“Bandit Trouble,” and “Walk Into Town.”

There are four bosses in sequence: Buckshot Bell (Cattle Thief, 2 HP, 980 ms reaction, $35 reward, 2 grit), Silas Noon (Railroad Duelist, 3 HP, 760 ms, $55, 3 grit), Madame Viper (Saloon Queen, 4 HP, 610 ms, $85, 3 grit), and The Brass Coyote (Masked Legend, 5 HP, 470 ms, 
40, 4 grit). Start the player with $60, 0 weapon parts, 3/3 health, and the first boss’s HP/grit. In a duel, place the player and boss close together facing away, then animate them walking apart along the street for about 2.3 seconds, turning around, and waiting. The primary large button displays “WALK...”, “TURN...”, “HOLD...”, then “FIRE!” as the sequence progresses. The fire signal occurs about 520 ms after the turn; at that exact phase set the button to a visually prominent red “FIRE!” state and tell the player the boss will shoot after its reaction interval. The boss reaction deadline is the listed time after FIRE, with a minimum of 300 ms. When the player presses the main button before FIRE, resolve “TOO EARLY!”: subtract 1 grit and 1 health, play a gun/impact response, shake the camera briefly, and explain that the boss punished the false draw. If they press during the FIRE window before the deadline, resolve a successful shot: calculate and display the reaction time in milliseconds, play a gunshot, subtract damage from boss HP, flash/tilt the boss briefly, and show the damage. Base player damage is 1; each Revolver upgrade adds +1 damage. If the player waits past the deadline, resolve “BOSS HIT!” and subtract 1 health. If health or grit reaches zero, show a loss modal saying the boss wins, deduct
0 (not below zero), restore health/grit and boss HP, and offer “Retry Duel” or help townsfolk. Include a “Dodge Roll” button beside/below the duel controls. The player has one dodge charge per duel. Pressing it during the FIRE phase consumes the charge, changes the state to “DODGE!”, animates the cowboy rolling sideways with a small vertical arc and rotation, and avoids the boss shot; show “BOSS MISSED!” and require “NEXT” to reset the stance. Pressing dodge before FIRE still performs an early roll but costs 1 grit; if grit reaches zero the duel is lost. Disable the dodge control outside active duel phases and show “No Dodge” when spent. After a successful shot, tapping “NEXT”/the main button starts the next duel stance or progression. On defeating a boss, restore 1 health up to max, add the boss’s cash reward, add 1 weapon Part, show “BOSS DOWN!”, advance to the next named boss, reset that boss’s HP and grit, and offer the next duel or upgrades. After all four bosses, show a “Trail Legend” completion modal while allowing replay/upgrading. Implement an equipment upgrade modal with four repeatable purchases whose prices rise by $35 per existing level: Revolver (base $45, +1 damage per level), Focus Charm (base $40, slows the boss by 70 ms per level, while retaining a 300 ms minimum), Hair Trigger Holster (base $35, shortens the initial walk duration by 90 ms per level, retaining at least 1500 ms), and Iron Grit (base $50, +1 maximum grit per level). Show each item’s level, description, cost, disabled state when cash is insufficient, and current weapon parts. Cash comes from boss victories and the side quest. Implement the “Bandit Trouble” side quest in the same 3D street. It lasts up to 24 seconds or until eight shots are used. Place six small townsperson/bandit encounters near alternating storefronts down the street. Townspeople are simple tiny low-poly figures; bandits are dark-clothed figures. Bandits become active one at a time/at different timers, appearing with a glowing pulsing red ring on the ground. The main action button changes to “SHOOT BANDIT”; when an active glowing bandit is available, pressing it counts as a shot, defeats the active target, plays a gunshot, adds
5, and reports rescued progress. A shot with no active clear target plays a ricochet/miss response and increases town Panic by 1. Display “Bandits: hits/8” and “Panic: current/3” in the HUD. If an active bandit is not handled in time, increase panic and cycle the encounter. End the quest at eight shots, panic 3, or the time limit. Award a $35 sheriff bonus if at least 5 bandits are defeated while panic remains below 3; otherwise award no bonus. Show a results modal with bandits defeated, panic, cash total, and buttons back to the duel or upgrades. Use large touch-friendly rounded controls, high-contrast cream/gold text, dark translucent brown panels, gold borders, and warm tan-to-orange button gradients matching a polished mobile game menu. Include short click, revolver gunshot, and ricochet sounds with audio unlocked on first touch. Keep the interface readable over the 3D scene, with camera shake on impacts and simple idle bobbing/animation for characters and props. The “Town”/menu button should return to the town modal and reset the duel stance without losing progression.

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