Arcade › Night Recon
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ignacy built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Night Recon yet. Play it, then tell Ignacy what you would add next.
Night Recon was built by Ignacy 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 Night Recon 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 3D WWII-inspired night reconnaissance prototype called “Night Recon.” Use a dark, low-poly, atmospheric European-front village at night: a large muddy/gray-green ground plane, dense blue-black fog, cool moonlight, subtle warm orange light from a fire near a damaged truck, scattered chunky rectangular debris, several simple ruined village buildings, and sandbag cover arranged along the route. The player begins at the south end of the village and must travel forward through the environment toward the north end, reaching an observation point when the player’s forward/world Z position passes approximately -23. There is no map or minimap. Use an FPS camera with a small center crosshair and a first-person service rifle visible at the lower-right of the view. The player character is represented by the FPS controller rather than a visible third-person avatar. Support WASD and arrow-key movement, Shift for sprint, Space for jump, mouse movement/look with pointer lock, left mouse click to fire, and R to reload. Also provide mobile-friendly touch joystick/look controls if the game platform supports them. Movement should feel like a compact FPS controller with gravity and jumping. Populate the route with five low-poly enemy soldiers in military-style models, positioned around the ruined village at approximately (-6,-7), (5,-9), (0,-16), (9,-17), and (-9,-16). They stand in place, face/track the player when active, and use a simple idle-gun animation. Once the game has started, each living enemy periodically attacks automatically when within 24 world units, dealing roughly 5–13 damage per attack. Enemies do not need sophisticated navigation. The player starts with HP 100, an 8-round magazine, and 32 reserve rounds. Firing consumes one round and performs a hitscan/raycast from the screen center; a hit on an enemy immediately kills/hides that enemy. If the magazine is empty, display a reload prompt. Reloading with R takes about 0.85 seconds and transfers enough reserve ammunition to refill the 8-round magazine. Prevent firing while reloading, dead, or after winning. Build a restrained HUD over the game: at the upper-left, a dark translucent bordered mission panel reading “MISSION 01 — NIGHT RECON” and an objective initially reading “Reach the observation point.” At the lower-right, show “HP 100” and “AMMO 8 / 32” in bold light text. Keep a tiny white crosshair centered on screen, and show contextual text near the lower center such as “Press R to reload,” “Reloading…,” or “Mission complete.” When the player is hit, briefly flash a translucent dark red overlay. After the first enemy is killed, change the objective to “Ambush broken. Reach the observation point.” On reaching the observation point, show “Observation point reached — mission complete.” If HP reaches zero, show “You were lost in the ambush. Press Enter to restart.” Pressing Enter after death restarts the game. Before gameplay, show a full-screen start overlay with a nearly black/navy radial-gradient night background and a centered dark translucent rectangular card with a thin gray border. The card should display the uppercase title “NIGHT RECON,” the description “European front, 1944. Move through the ruined village, survive the ambush, and reach the observation point.”, the control line “WASD move · Shift sprint · Space jump · Click fire · R reload,” and a muted gold button labeled “ENTER THE VILLAGE.” Clicking the button hides the overlay, starts the mission, and requests pointer lock. Keep the overall visual style cinematic, sparse, and subdued: near-black navy sky/background, cool blue-gray moonlit silhouettes, muted olive/gray ground, tan sandbags, warm orange fire accent, simple geometric low-poly assets, soft shadows, and volumetric-looking exponential fog. Use a 72-degree perspective camera, shadowed directional moonlight, hemisphere fill lighting, and a warm point light near the truck.