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Arcade › Huggy Hunt
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Rylan Onias built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Huggy Hunt yet. Play it, then tell Rylan Onias what you would add next.
Huggy Hunt was built by Rylan Onias 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 Huggy Hunt 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 first-person 3D survival shooter titled “Huggy Hunt.” The player is placed in a dark, minimalist low-poly arena at night, viewed through a Three.js-style first-person camera with mouse-look and a small white plus-shaped crosshair centered on screen. The scene uses a nearly black blue-gray background/ground, heavy distance fog, cool moonlike directional lighting, soft shadows, and sparse geometry. Build a square arena approximately 36 units across with low perimeter walls, four dark cylindrical pillars arranged around the center, and a few scattered dark crates (including a central crate and smaller crates near the edges) that act as collision/cover obstacles. Keep the visual style deliberately simple and blocky, with subdued navy/black materials and very low ambient visibility. The player starts near one edge of the arena, facing inward, with a simple AK-like gun model visible at the lower-right of the camera: a dark rectangular receiver, angled magazine, cylindrical barrel, and stock. The weapon is an automatic hitscan rifle. Hold the left mouse button to fire repeatedly at about 11.5 rounds per second; each shot consumes one round, has slight random spread and a range of about 60 units, and damages the enemy under the centered aim ray. Include a brief gun kick/recoil, shooting sound, and a small hit feedback sound/flash when a shot hits. The magazine holds 30 rounds with 120 reserve ammunition initially. Press R to reload over about 1.25 seconds, transferring reserve rounds into the magazine; show small toast messages for reload, empty magazine, full magazine, or no reserve ammo. There is one actual enemy: Huggy, a tall stylized blue humanoid made entirely from primitive boxes. Give him a rectangular blue torso, box head, two bright emissive white spherical eyes, a thin dark rectangular mouth, long simple blue box arms, and two blue box legs. He should cast shadows and have a faint red point light/glow around him to help reveal him through the fog. He spawns near a random arena edge and continuously steers directly toward the player, faces the player, and moves faster over time and as waves increase. When within roughly 1.4 units, he attacks on a cooldown, reducing player health, playing a hurt tone, showing “HIT!”, and shoving the player backward/upward. Huggy starts with 120 HP. Each rifle hit deals 11 damage, briefly stuns him for about 0.12 seconds, and knocks him backward. When his HP reaches zero, increase the wave number, heal the player by 22 up to 100, add 45 reserve rounds up to 240, add up to 10 rounds to the magazine, play a wave-clear tone, and respawn Huggy at an arena edge with stronger HP, speed, and damage. Continue endlessly until the player dies. Implement movement with WASD relative to the camera yaw, acceleration/deceleration smoothing, collision against the perimeter, pillars, and crates, and a player radius around 0.45. The player has gravity and can jump with Space, with a jump velocity around 5.8; keep the player grounded at camera height about 1.7. Holding either Shift key while moving enables sprinting at about 9.5 speed rather than the normal 6 speed, consuming stamina at about 26 per second; regenerate stamina at about 18 per second when not sprinting, with a 100 maximum. Use Click/Start to begin and lock the pointer for mouse-look, Esc to unlock the mouse and show the start overlay again while alive. Show a sparse HUD in two translucent/dark outlined panels along the top edge. The top-left panel displays “HP: 100”, “Stamina: 100”, and “Time: 1.3s” (with values updating continuously). The top-right panel displays “Ammo: 30/120”, “Wave: 1”, and “Huggy: 120/120.” Keep the centered white crosshair visible. Add a centered start overlay titled “Huggy Hunt” with a Start button; hide it when starting. On death, show a centered “Game Over” overlay with the message “Huggy got you.” and a Retry button. Use subtle synthesized tones/noise for shooting, reloading, hits, player hurt, jumping, and wave clears; no voice lines or complex music.