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Arcade › Jungle Extract
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Jungle Extract was built by Cupid 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 Jungle Extract 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 first-person extraction shooter titled "Jungle Extract". Use a low-poly, PS1-inspired 3D visual style with flat-shaded jungle assets, chunky faceted geometry, dark green atmospheric fog, and a muddy brown trail through dense vegetation. The camera is at human eye height in first person with a small pale-green crosshair centered on screen. Build a long, mostly straight trail running from the starting point near z=8 toward an extraction point around 112 meters ahead; surround it with green ground, trees, bushes, rocks, and scattered dark puddles. Keep the scene moody and heavily green-toned, with a nearly black-green sky/background and simple directional sunlight. Place a procedural low-poly military helicopter at the far end on a circular muddy landing pad: dark olive body, glassy front canopy, long tail boom, skids, mast, large crossed main rotor, and tail rotor. Animate both rotors continuously. The player starts with 100 HP, 24 rounds of ammunition, and zero kills. Spawn exactly six animated soldier ambushers along the trail at staggered positions: approximately (-5.5,-14), (6.5,-28), (-7,-45), (8,-63), (-5.5,-82), and (4.8,-98). Use low-poly soldier characters where available, or simple faceted soldier substitutes with a body, head, and rifle. They should face and visually track the player. Each living enemy has one hit point and can be killed by a centered hitscan/ray shot if it is within about 42 meters and close to the crosshair (roughly 0.72 world units perpendicular to the aim ray). Fire should consume one ammo, have about a 210 ms cooldown, play a short electronic shot sound, and briefly show a thin pale-yellow muzzle/tracer line. On a successful hit, mark the enemy down on the ground, increment kills, and briefly show "HOSTILE DOWN". Enemies within 31 meters periodically return fire, roughly every 1.2–2.0 seconds, with a distance-dependent chance to hit; each hit removes 8 HP and shows "TAKING FIRE" plus a brief red damage vignette. When HP reaches zero, stop gameplay and show the persistent failure message "MISSION FAILED — REFRESH OR ASK ME TO ADD RESTART". Do not add health pickups, ammo crates, checkpoints, or a restart flow. The goal is to push down the trail and enter the helicopter landing zone. When the player is within 6.2 meters of the pad/helicopter, complete the mission regardless of how many enemies remain and show a persistent message such as "EXTRACTION COMPLETE — X/6 HOSTILES DOWN". The HUD must continuously display the exact style of status information: top-left/top area "HP 100 | AMMO 24 | HOSTILES 6" (updating as values change) and top-right "LZ 120m" (updating to the player’s distance from the extraction point). Use a monospaced, pale green terminal-like font with subtle dark text shadow. Include the centered crosshair, a temporary centered notification box for events, and a bottom-left translucent dark mission panel reading: "MISSION: Push through the jungle trail, drop the ambushers, and reach the extraction helicopter. WASD move, mouse look, click/space shoots. On phone: left stick + FIRE, drag right side to look." Desktop controls: WASD or arrow keys move, mouse look after pointer lock, left click or Space fires, and Shift temporarily increases movement speed for sprinting. Clicking the game canvas should request pointer lock and fire. Clamp movement to a bounded jungle corridor (about x=-14.5 to 14.5 and z=10 to -117) and prevent walking through trees, bushes, and rocks. Mobile controls: show a translucent circular virtual joystick at bottom-left for movement, a round FIRE button at bottom-right to shoot, a LOOK button near the upper-right to request pointer lock where supported, and allow dragging the right side of the screen to look around. Keep the HUD and mission text responsive for phone screens, and preserve safe-area spacing. Render full-screen with pixelated/retro presentation, fog, simple shadows, and no extra menus or unrelated mechanics.