Arcade › KAWZ HITTER
cvsdvs
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Otis Peers built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about KAWZ HITTER yet. Play it, then tell Otis Peers what you would add next.
KAWZ HITTER was built by Otis Peers 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 KAWZ HITTER 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 first-person 3D arcade shooter titled "KAWZ HITTER" (author blurb: "cvsdvs") using Three.js. Render a low-poly procedural city street with a perspective first-person camera: a long dark-gray road extending along the Z axis, pale segmented sidewalks on both sides, short white dashed center markings, boxy buildings lining both sides, simple parked cars near the curbs, and red fire hydrants on the left sidewalk. Use a stylized, simple geometric look with ambient/hemi/directional lighting, shadows, fog, and a blue-gray atmospheric background. The playable camera starts at approximately (0, 1.65, -8), looking slightly down the street; clamp movement to x=-12..12 and z=-55..55. Include a very simple first-person gun in the lower-right of the view, made from a dark rectangular barrel and handle. Make this an active FPS survival encounter. Spawn six low-poly enemies in the street area at random x positions across roughly -7..7 and z positions from -35 to 20. Each enemy is a minimal dark reddish-brown geometric humanoid-like target consisting of a cylindrical body and spherical head. Each starts with 3 health, moves toward the player when within 42 units, and can damage the player by contact at close range. Enemies periodically shoot small red projectiles when within 16 units but not closer than 2 units; enemy projectiles travel toward the camera and reduce health by 7 on impact. Contact damage drains health continuously at 13 per second. The main weapon fires on mouse/touch click, with a 380 ms fire cooldown. Each shot emits five small bright yellow pellets/projectiles in a tight spread, traveling forward from the camera at about 68 units/sec for up to 1.1 seconds. Pellets deal one damage to an enemy on proximity hit; enemies die at zero health and award 15 score. Shots can also hit the three red hydrants at positions approximately z=-12, 8, and 25 on the left sidewalk; each hydrant has 2 hit points and disappears when destroyed. Add a small orange muzzle flash on the gun and slight upward recoil when firing. Support aiming by dragging on the rendered canvas: horizontal drag changes yaw and vertical drag changes pitch, with pitch clamped to approximately -1.5..1.5 radians. Support keyboard controls: WASD movement at about 9.5 units/sec, Space jump with gravity (jump velocity about 11 and gravity about 26), Shift dash forward for 0.32 seconds at about 22 units/sec while consuming 20 energy, and E triggers a short-lived blue expanding ring shockwave while consuming 30 energy. The shockwave affects living enemies within 9 units, deals 2 damage and pushes them away; a kill awards 15 score. Energy regenerates at 9 per second up to 100. Keep health capped at 100. Overlay a transparent canvas HUD over the 3D view. In the upper-left show white text "HEALTH <integer>", "SCORE <integer>", and "ENERGY <integer>". In the upper-right show gold text "HIT <score>/6". Draw a white center crosshair, changing to a thicker red crosshair briefly (about 160 ms) after firing or taking/hitting damage. Along the bottom show the small control legend: "DRAG TO AIM • WASD MOVE • SPACE JUMP • CLICK SHOOT • SHIFT DASH • E BLAST". Put a translucent black 80x80 mini-map panel in the lower-left with a small blue player marker based on camera position. When health reaches zero, stop gameplay and show a centered translucent black game-over panel with red "GAME OVER", white score, and "R TO RESTART"; pressing R reloads/restarts the game. Keep rendering and HUD responsive to window resizing.