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Jungle Signal

  • 3d
  • first-person-shooter
  • jungle
  • retro
  • mission
  • survival
0
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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. Cupid built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Jungle Signal 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 Signal 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 Jungle Signal

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.

Recreate a playable game titled “Jungle Signal” as a low-poly, PS1-inspired first-person jungle shooter. Use a first-person camera with a visible rifle at the lower-right, a 68-degree field of view normally and a narrower ~46-degree field of view while aiming. Render internally at roughly half the browser resolution with nearest/pixelated scaling, no antialiasing, chunky flat-shaded geometry, dark green/brown colors, thick exponential green fog, short draw distance, and strong simple shadows. The setting is a fictional dense jungle outpost: muddy green ground, a winding tan dirt track from the starting area toward the rear of the map, many blocky jungle obstacles, palms, bushes, wooden crates, tents, barrels, a raised wooden village hut, a crude watchtower, and sandbag lines. The level runs approximately from the player start at (0,12) through the outpost around (6,-13) to a gray-green radio bunker around (1.5,-30), with a landing/extraction zone at (-10,-37). Build the village hut from simple wooden walls, floor, and a slightly tilted metal roof; build the bunker as a roofed rectangular structure with thick side/back walls, a radio mast, and a radio console. Scatter palm trees, bushes, crates, tents, and barrels around the paths, while maintaining collision against the major blocky cover and structures. The player begins with 100 health, a 30-round rifle magazine, 90 reserve rounds, and 100 stamina. Use WASD for movement, mouse movement for looking, left mouse to fire, right mouse to aim, R to reload, Shift to sprint, Space to vault small low obstacles, and E to interact. Sprint should be faster than walking but drain stamina, which regenerates when not sprinting; aiming slows movement. Support touch controls too: a virtual left joystick, touch look by dragging the open screen, and circular FIRE, AIM, USE, reload (R), and vault buttons on the right. Show an opening mission card overlay with the title, mission briefing, controls, style note, and a “Start Mission” button; hide it when starting and lock the mouse pointer on desktop. The mission objective HUD should be visible throughout in a dark translucent panel at the top-right, while a top-left panel shows large readable text for HEALTH, AMMO current/reserve, and STAM. Add a centered simple crosshair that shrinks while aiming, a temporary centered message area, and an interaction prompt near the bottom center. The exact mission is: push through the jungle outpost, reach the radio bunker, plant charges on three supply crates in the bunker yard, then reach the landing zone to extract. Initially show “Reach the radio bunker.” Once the player enters the bunker area, change the objective to planting charges and show progress such as 0/3. Place three supply crates around the bunker yard. When the player is within interaction range and presses E, plant a charge on the nearest crate: turn that crate red, play a warning/message such as “Charge planted — back away,” rotate it briefly, then after about 2.2 seconds detonate it, hide/destroy the crate, produce a brief orange explosion light, and increment the destroyed/charged count. When all three are destroyed, change the objective to “Reach the landing zone for extraction.” Entering the marked circular landing zone with all three charges complete wins the game and displays “MISSION COMPLETE — extracted.” The landing zone should be a dark green circular marker with a simple tan H cross. Also place four interactable pickups: an ammo pickup near the early path that adds 30 reserve rounds, a medkit near the village that restores 25 health up to 100, another ammo pickup near the bunker that adds 45 reserve rounds, and a medkit near the landing zone that restores 30 health; hide each after pressing E and show a short confirmation message. Spawn exactly seven hostile patrol soldiers along the route and bunker approach, initially patrolling slowly. Use chunky soldier models if available, otherwise simple blocky soldier substitutes. Patrols should switch to attack when the player is within about 18 units, move toward the player until about 7 units away, and periodically damage the player from within about 17 units for roughly 3–7 health. Display the number of living patrols in the objective HUD (“Patrols left: 7”, decreasing when killed). The rifle uses hitscan shooting: consume one round per shot, produce a brief muzzle flash and recoil, and damage the nearest enemy aligned with the camera ray. Hip-fire does 28 damage and aimed fire does 38 damage; enemies have 55 health, so they require multiple hits. If the magazine is empty, trigger reload behavior. Reload takes about 1.25 seconds and transfers rounds from reserve into the 30-round magazine. Enemies disappear when killed, and show a brief “Patrol neutralized” message. Enemy deaths are optional for mission completion; the required win condition is planting all three charges and reaching extraction. Health reaching zero ends the game with “KIA — mission failed”; stop gameplay and release pointer lock on either win or loss. Use simple synthesized weapon, hit, reload, damage, and explosion sounds plus a small click sound where possible. Apply a brief warm/red hurt filter to the rendered view when the player is damaged. Keep the atmosphere deliberately sparse and retro: dark olive jungle, tan tracks, muted wood and metal bunker structures, fog that hides distant scenery, low-detail silhouettes, pixelated scaling, and an unobtrusive military-style HUD.

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