Arcade › Hitman
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Demarco Decutealien built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Hitman yet. Play it, then tell Demarco Decutealien what you would add next.
Hitman was built by Demarco Decutealien 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 Hitman 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 browser-based 3D third-person stealth assassination game titled "Hitman". Use Three.js with a full-window WebGL canvas, a dark subdued presentation, soft shadows, fog, and a simple urban environment. The scene should have a large muted dark-green ground plane, three commercial-style building props around the play area (roughly left rear, right rear, and center/back), curved road pieces near the middle, and fence segments that provide visual cover/boundaries along the left/front portions of the area. Light the scene with a cool hemisphere light plus a warm directional sunlight, with shadows enabled and gray fog fading in the distance. Spawn two humanoid 3D characters using modular low-poly game-style assets: the player wears a casual hoodie and starts at approximately (-7, 0, -7), while the target wears a suit and starts at approximately (2, 0, 6). Place the camera behind and above the player in a third-person perspective, initially around (-4, 9, -12), looking toward the play area. Provide third-person movement controls with walking/running, jumping/gravity, and camera follow behavior; movement speed is about 7.5 with a 1.7 run multiplier. Play Idle, Walk, and Run animations based on movement, and use a punch or kick animation for a successful elimination. The suited target continuously patrols near its starting position: move it along the Z axis with a smooth sine-wave route about 4.5 units in amplitude while its X position gently varies about 1.2 units. Make it face its direction of travel and play Walk while moving and Idle otherwise. The core objective is to sneak close behind the moving target and eliminate it without being detected. Let the player attempt an elimination by pressing the E key, clicking/tapping the game canvas, or using a prominent mobile-friendly red "ELIMINATE" button near the bottom. An elimination only succeeds when the player is within 3.2 world units and behind the target: calculate the target's forward direction and require the player to be behind it (forward dot product below -0.4). On success, set the target counter from "Target: 1/1" to "Target: 0/1 — ELIMINATED", play the player's punch-left (or kick-left fallback) animation and the target's one-shot Death animation, then hide the target after about 1.4 seconds. Replace the instruction text with "Clean hit. Mission complete." and stop the target patrol. Implement target vision detection continuously while the target remains alive. If the player is closer than 9 units and lies in front of the target (target-forward dot product greater than 0.35), immediately end the mission as a failure. Show "ALERTED — Mission Failed" in the instruction area, change the status to "Target: 1/1 — FAILED", and reveal a Restart button. Do not allow movement or further actions after game over; a successful elimination also prevents further detection. Restart should reset the target and player positions, target facing, patrol timer, visibility, animations, camera placement, HUD status, and instruction text. Use a minimal HUD over the game: white text with a slight shadow, "HITMAN" at the upper-left, "Target: 1/1" at the upper-right, and centered bottom instructions reading "Sneak up behind the target. Press E (or tap) to eliminate. Stay out of sight." Put a small white translucent circular crosshair exactly at the center of the screen. Place the mobile ELIMINATE control at the bottom region as a wide red rounded rectangle with white uppercase text; the normal Restart button is centered along the bottom and appears only after failure. Keep the interface responsive to window resizing and mobile viewport sizes. The overall art style should be a simple, low-poly urban stealth prototype with muted green/gray environment colors, dark fog, white HUD typography, and red action feedback rather than a detailed realistic assassination simulator.