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HANTERIX

  • 3d
  • third-person
  • action
  • shooter
  • fantasy
  • arena
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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. Ms Paloma built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about HANTERIX yet. Play it, then tell Ms Paloma what you would add next.

Make your own game

HANTERIX was built by Ms Paloma 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 HANTERIX 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 HANTERIX

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 3D third-person action shooter called “HANTERIX,” presented as a stylized fantasy battlefield. Use a dark navy HUD over a Three.js-style 3D scene viewed from behind and slightly above the player, with a perspective camera following the player at roughly 6 units distance. The world has a large flat green grass ground, a broad tan/brown circular central battlefield path, pale blue-gray fog and sky-colored background, soft shadows, and distant low-poly cone-shaped mountains around the perimeter. Scatter the battlefield with fantasy RTS props: groups of trees, rocks, two tower/ruin structures, a large gate at the far end, and an archery-range structure. Load or approximate these as chunky low-poly fantasy assets with muted greens, browns, gray-blue stone, and warm sunlight.

The player is a small placeholder marksman standing near the front/south side of the arena. Build the avatar from simple low-poly geometry: a dark blue capsule-like body, tan spherical head, dark navy pointed cloak, and a gold bow held at the side. The player can move in third person with WASD, sprint with Shift, jump with Space, and the camera is controlled/oriented by the third-person controller. Keep the crosshair centered on the screen. Clicking/tapping fires a glowing small cyan projectile from the marksman toward the camera-facing direction; when an enemy exists, shots automatically aim toward the nearest living enemy. Normal shots deal about 26 damage, travel quickly, have a short firing cooldown of about 0.34 seconds, and create a small bright blue particle burst at the firing point.

Place five large orc enemies in the battlefield at positions distributed around the arena (roughly left and right near the center, farther left/right toward the back, and one farther ahead). Use big stylized fantasy orc models, scaled close to the player’s size but imposing, with idle animation if available, dark/earthy fantasy coloring, and shadows. Each orc starts with 80 HP and has a red floating health bar above its head. Living orcs detect the player within 14 units, walk toward them at about 1.5 units per second, and attack when within approximately 2.4 units, dealing 10 player damage every 1.2 seconds. Show each enemy health bar only when it projects onscreen. Hitting an enemy creates a small orange/yellow impact burst. When an enemy reaches zero HP, mark it dead, increment the score internally, show a larger pink/red particle burst, remove its health bar, and remove its model shortly afterward. There is no score display or explicit win screen in the visible HUD. If the player reaches zero HP, restore them to 100 HP and respawn them at the starting position rather than showing a game-over screen.

Implement three numbered abilities, usable by keyboard 1/2/3 or by the three bottom-right HUD buttons. Ability 1, “PIERCE,” fires one powerful cyan projectile for about 60 damage at higher speed, with a roughly 4-second cooldown and a bright white/cyan burst. Ability 2, “VOLLEY,” fires five projectiles in a small horizontal fan/spread, each doing about 22 damage, with warm gold projectile color and a roughly 7-second cooldown, plus a gold particle burst. Ability 3, “STARFALL,” selects the nearest enemy (or a point about 10 units ahead if there is no target), creates a large pink star-like particle effect at the impact location, and damages every living enemy within about 5 units for 65 damage; its cooldown is about 10 seconds. Display the abilities as three dark blue rounded rectangular cards at bottom right, labeled with glowing symbols and the names PIERCE, VOLLEY, and STARFALL, with small gold numbers 1, 2, and 3 in the upper-right corners. Clicking a card must not also fire the normal weapon.

Build the HUD to match a sleek tactical game interface. At top left show gold, widely letter-spaced “HANTERIX,” followed by the smaller blue-gray subtitle “MARKSMAN // BATTLEFIELD 01.” Centered near the top show a dark translucent rounded hint panel reading “WASD MOVE · SHIFT SPRINT · SPACE JUMP · CLICK FIRE · 1 2 3 SKILLS.” Put a tiny glowing white/cyan four-pronged crosshair at the exact screen center. At bottom left show “MARKSMAN HP 100 / 100” in small spaced lettering above a wide rounded health bar with a thin border and a left-to-right pink/red-to-orange gradient fill. Keep the overall interface on a very dark navy/black background with subtle shadows, while the 3D arena is brighter and foggy behind it. Make the layout responsive: on narrow screens reduce the HUD margins and skill cards, and keep the health bar and cards visible. Use glowing cyan, warm gold, and pink particle effects to reinforce attacks, but do not add features not described here such as inventory, rounds, dialogue, or a victory screen.

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