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Arcade › Gun Pass
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Gun Pass was built by Varian Hilleshiem 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 Gun Pass 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.
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 third-person 3D arena elimination game titled “Gun Pass.” Use a Three.js-like real-time 3D presentation with a fixed perspective camera positioned above and behind the currently armed character, smoothly following that character and looking toward them. The scene is a square grass-green arena roughly 16 by 16 world units, bounded by four low, thick dark-brown box walls/rails. Add strong soft shadows, moderate gray ambient light, and a directional white light from above. Decorate the arena with stylized low-poly park assets: several rounded green-canopy trees with brown trunks around the edges and a few chunky gray/brown rocks, matching a simple colorful low-poly game aesthetic. Spawn four human character models in a square formation near the four corners of the playable area. They are labeled by identity and visually tinted: player 0 is “You” and red, player 1 is “Blue” and light blue, player 2 is “Green” and green, and player 3 is “Yellow” and orange/yellow. Put a small colored rectangular marker above each character’s head. Use animated humanoid models with idle, running, gun-idle, gun-shoot, and death animation states when available. Each character starts alive and can wander around the arena; keep all movement inside approximately -7 to +7 on both horizontal axes. The core mechanic is random gun passing by elimination. At the beginning, after a short delay, randomly select one living character as the current shooter and attach a visible pistol model to that character’s right-hand area. Only the current shooter can fire. When a shot is made, immediately kill the selected victim, play the shooter’s gun-shot animation and the victim’s death animation, show the victim briefly before hiding their model after about 1.2 seconds, remove the gun, and after a short delay randomly choose another living character to receive the gun. Continue until only one remains. Do not implement bullets, health, misses, ammo, or projectile effects: a valid shot directly eliminates its target. The human player controls the current shooter only when “You” has the gun. WASD or the arrow keys move the current human shooter at about 4.5 units per second, with diagonal movement normalized; rotate the character to face movement. Clicking another visible living character uses a camera raycast and shoots that character if the human is currently the shooter. Also support Space to shoot the nearest living opponent within 8 units. Clicks and Space do nothing when an AI character has the gun, when the game is over, or when no valid target is available. AI-controlled current shooters wander at about 2.2 units per second and automatically select a random living opponent to shoot after a delay of roughly 1.8–3 seconds, with a fallback periodic shot around every 3.5 seconds. Non-current living characters wander slowly at about 1 unit per second toward randomly selected nearby targets. Characters should turn toward their movement direction. Display a persistent HUD in the upper-left on a translucent black rounded rectangle. It must contain a yellow “Gun Pass” title, a “Shooter:” line showing the current shooter’s name, highlighting “You” in yellow when appropriate and otherwise using a red accent, an “Alive: N/4” counter, and an alive-player list separated by bullet dots. The list should update as players die. Include compact gray instructions reading “WASD / Arrows: Move current shooter” and “Click another player to shoot (only when YOU have the gun).” Show temporary centered bottom messages on a dark rounded pill such as “Yellow has the gun!” and “You shot Blue!” / “[shooter] shot [victim]!”, fading them after roughly two seconds. When one player remains, stop the action, remove the gun, and show a centered dark translucent Game Over panel with a yellow border/accent, winner text such as “You win! Last one standing.” for the human or “[name] wins!” for an AI, and a yellow “Play Again” button that reloads/resets the match. Preserve the clean black background outside the canvas, responsive resizing, shadows, and the simple arcade party-game feel. There is no score system or multi-round scoreboard; the win condition is simply being the last living character.