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Dusty Draw

  • 3d
  • arcade
  • shooter
  • western
  • low-poly
  • top-down
  • wave-survival
  • mobile
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 Dusty Draw yet. Play it, then tell Parker Pinsoneault what you would add next.

Make your own game

Dusty 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 Dusty 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 Dusty 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 2.5D low-poly retro western arcade shooter titled “Dusty Draw.” Use an orthographic, elevated three-quarter camera looking down at a dusty main-street arena, with the camera following the player. The world has a warm desert palette: orange/tan sand, a darker brown central street, strong low western sunlight and soft shadows/fog. Build a wide rectangular arena bounded visually by boardwalks and simple western town facades on the left and right, with wooden buildings carrying signs such as SALOON, BANK, JAIL, HOTEL, GENERAL, and STABLE, plus distant homestead houses and cacti around the perimeter. Scatter chunky wooden crate and barrel cover objects through the street in a fixed pattern, including a central crate and cover along north, center, and south positions. Cover is solid for movement and blocks both player and enemy bullets, and enemies cannot shoot through it.

The player is a lone low-poly cowboy gunslinger, initially positioned near the south/center of the street. Move with WASD or arrow keys; on touch devices provide a virtual left joystick. Aim using the mouse position projected onto the ground, or touch direction through the joystick, and shoot with mouse click, Space, or a large mobile FIRE button. The player rotates toward the aim direction and has a short 0.19-second firing cooldown. Start from a title screen by clicking/tapping the canvas or pressing Space/Enter. On mobile show the translucent circular joystick at bottom-left and round FIRE button at bottom-right.

Run four sequential waves. Wave 1 has 4 bandits, wave 2 has 6, wave 3 has 8, and wave 4 contains one final outlaw boss. Bandits spawn from alley positions near the four corners and from rooftop-side positions, then move toward the player while maintaining a preferred distance: ordinary alley bandits approach to about 5.2 units and rooftop bandits about 9.5 units, with slight side-to-side motion. The boss is larger, has 260 HP, moves toward a preferred 6-unit distance, and is the final target. Ordinary bandits use low-poly cowboy character models, while the boss is a larger male cowboy model. Enemies face the player, shoot automatically only when they have line of sight, and their shots are red-orange glowing spheres. Ordinary enemies have wave HP values 38, 45, and 52; ordinary shots deal 11 damage and boss shots deal 16 damage. Enemy firing intervals are approximately 1.0–1.35 seconds for ordinary waves and 0.65 seconds for the boss, with slight randomness.

Player bullets are small pale-yellow glowing spheres traveling quickly in the aimed direction, dealing 28 damage, and disappear after a short lifetime, at arena boundaries, or on cover. The player begins with HP 100, 18 ammo, and a maximum ammo capacity of 30. Each shot consumes one ammo; do not fire while reloading or at zero ammo. When an enemy dies, award 125 score for a normal bandit or 1000 for the boss, increment kills, and drop a floating pickup at its position: normal enemies randomly drop ammo more often than health, while the boss drops health. Collecting a health pickup restores 25 HP up to 100; collecting an ammo pickup restores 8 rounds up to 30. Make pickups visibly distinct, with a red/pink health box and yellow ammo cylinder, gently bobbing and rotating.

The player has brief invulnerability after taking damage. Health reaching zero ends the game with a centered message “GUNSLINGER FELL,” showing the score and “Press space or tap to retry.” Defeating the boss immediately wins with “OUTLAW DOWN,” score, and “Press space or tap to ride again.” After a wave’s enemies are all spawned and defeated, automatically advance to the next wave; display “Final outlaw incoming” for the boss wave and “Town saved” after victory. The HUD must be a pixel-style/monospace western overlay in pale cream text with dark brown translucent panels, orange borders, and drop shadows. At top-left show `HP 100 | AMMO 18 | WAVE 0/4 | SCORE 0` style stats, updating live; at top-right show the objective, including the boss’s current HP when present. On the title screen center a panel reading `DUSTY DRAW`, `WASD/Arrows move • mouse aim • click/space shoot`, and `Tap or press space to start`. At lower-left show the hint `Cover blocks bullets. Ammo and hearts drop in the street.`

Use simple synth/chiptune western audio after the first interaction: square-wave melodic notes, bass pulses, and noise/short high notes for gunshots, hits, and pickups. Include responsive full-screen layout, touch-safe controls, warm lighting, shadows, low-poly chunky geometry, and the retro arcade presentation described above. Expose optional state helpers matching the game logic: a getter returning phase, health, ammo, wave, score, kills, player position, enemy list, bullet counts, win/game-over state; and a patch function capable of changing health, ammo, score, phase, and player x/z.

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