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First game

  • 3d
  • arcade
  • shooting-gallery
  • first-person
  • low-poly
  • timed
0
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9 plays

About First game

very anoing game i ran out of credits to fix it

How to play

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

Discussion

Nobody has said anything about First game yet. Play it, then tell TWine what you would add next.

Make your own game

First game was built by TWine 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 First game 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 First game

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 first-person 3D arcade shooting-gallery game titled “First game.” Render it in a low-poly, brightly lit outdoor range using Three.js-style 3D graphics. The camera is fixed at approximately eye level, positioned just behind the firing line and looking straight down a central shooting lane; the player does not walk or rotate. Use a clear sky-blue background with light blue fog in the distance, green grass around a tan rectangular range lane, pale cream lane stripes running toward the back berm, and strong soft shadows from a warm directional sun. Build a simple wooden fence across the foreground with evenly spaced vertical posts and a horizontal rail, a dark brown wooden bench/platform near the player, scattered small cone-shaped grass tufts, and several chunky low-poly red-brown metal-banded barrels around the left, right, and foreground edges. Place a large muted brown backstop/berm far downrange.

Put five circular bullseye targets downrange, each on a narrow brown stand. They should be arranged across the view at different distances: leftmost around x=-3.5 and z=-7.2, left-center x=-1.7 z=-9, center x=0 z=-10.8, right-center x=1.9 z=-8.7, and rightmost x=3.6 z=-7. Each target is a layered circular disc with alternating white and red rings and a visible central red bullseye; if using a medieval target asset, preserve the chunky low-poly shield/target appearance shown, otherwise use the described fallback bullseye discs. Targets continuously slide side-to-side around their starting positions using smooth sinusoidal motion, with different speeds and travel ranges, and bob very slightly vertically. The five target values are 10, 12, 15, 12, and 10 points respectively. When hit, hide the target briefly and respawn it after a random delay of roughly 0.9–1.7 seconds.

Show a pistol in the lower-right foreground, held toward the targets. It should be a dark gray/black low-poly pistol with a chunky body and angled grip; a loaded pistol model may be used, with a simple box-and-grip fallback. On every shot animate a small recoil/kick of the pistol and a brief yellow muzzle flash. Use raycasting from the camera: clicking/tapping directly on a target fires at that screen position, while pressing Space or tapping the circular FIRE button fires through the center crosshair. Shots have a short cooldown of about 110 milliseconds. Count every valid shot, and if the ray intersects a live target, award its point value, increment hits, hide it, play a hit effect/sound, and show a brief expanding yellow hit flash; the center 15-point target should have a distinct bonus hit sound/effect. Clicking or pressing Space starts the round if it has not begun, and hides the instruction message.

The round lasts exactly 45 seconds and only counts down after the first shot/input. Put a fixed HTML-style HUD over the 3D view: three translucent dark blue rounded chips across the top reading “Score: 0”, “Hits: 0 / 0”, and “Time: 45” (values update live). At the upper center, before play begins, show the instruction text: “Click or tap the targets to fire your pistol. Press Space to shoot straight through the crosshair.” Keep a white crosshair made of thin horizontal and vertical lines at the exact screen center. Put a large circular red-orange gradient button labeled “FIRE” in white at the bottom-right, with a light border and drop shadow, usable by mouse or touch. The canvas should use a crosshair cursor and support touch input.

When the timer reaches zero, stop accepting shots and show a centered dark translucent game-over overlay/card reading “Time Up,” followed by the final “Score: [value]” and “Accuracy: [percentage]%,” where accuracy is hits divided by shots rounded to a whole percent, plus a yellow “Play again” button. Restarting resets score, shots, hits, timer, target visibility/alive state, and the instruction prompt. Include simple shot, impact, and higher-value bonus impact sounds where browser audio permits. Keep the overall style playful, simple, low-poly, and arcade-like, matching the visible blue-sky shooting range and oversized foreground pistol.

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