Arcade › Operação Horizonte
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Gavriel Biel built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Operação Horizonte yet. Play it, then tell Gavriel Biel what you would add next.
Operação Horizonte was built by Gavriel Biel 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 Operação Horizonte 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.
Rebuild “Operação Horizonte” as a browser-based Three.js-style 3D shooting-range game in Brazilian Portuguese. Use a low-poly, stylized third-person/near-first-person presentation: the player is a small faceted soldier in dark green tactical clothing and helmet, visible centered on the road from behind, with a white four-line crosshair at screen center. Keep a bright pale-blue sky with distance fog, flat green terrain, strong soft shadows, and a simple fictional Brazilian coastal/urban training zone. The player starts at the near end of a long dark asphalt avenue, facing forward down the road. Put a narrow yellow center line made from repeated rectangular road markings along the avenue. Scatter simple blocky buildings along both sides in muted red, brown, and ochre, plus sparse stylized palm trees with brown trunks and radial green rectangular fronds. Place seven stationary circular red target plates on thin gray posts in alternating left/right positions down the road, with the final target centered farther away: approximately (-5,-16), (5,-8), (-5,2), (5,12), (-5,22), (5,31), and (0,40) relative to the starting view. The world should be lit by a bright warm directional sun plus cool fill/hemisphere light, with fog making distant scenery fade into the blue background. Core gameplay is a target shooting exercise, not combat against moving enemies. Allow FPS-style movement and aiming: WASD to move, mouse to aim, left click to fire, and jumping if supported by the movement controller. On touch/mobile layouts, retain the visible circular virtual movement control shown at lower right. Use raycast shooting from the camera through the crosshair, with a small randomized spread. Hitting a live red target knocks it down/turns it dark and awards points; show a brief Portuguese confirmation such as “ALVO ATINGIDO +100”. Each target automatically respawns after 5 seconds, so the range can be practiced repeatedly. Targets should stop ray hits once knocked down and become live again on respawn. Implement seven selectable weapons, selectable with number keys 1–7 or clickable HUD buttons: 1 Pistola, 2 Revólver, 3 Rifle, 4 Metralhadora, 5 Submetralhadora, 6 Escopeta, and 7 “Rifle de repetição + luneta” (the compact HUD label may be “Luneta”). The weapon is represented by a simple low-poly first-person view model attached to the camera: hand/palm in a skin tone and a dark metal gun, with a wood-colored body for the revolver; add a scope to the seventh weapon and multiple visible pellets/front elements for the shotgun. Show the currently selected weapon in cyan and highlight its numbered button yellow. Use these exact weapon behaviors and starting ammunition: Pistola magazine 12, reserve 72, fire interval 260 ms, damage 1, spread .012; Revólver 6/36, 520 ms, damage 2, spread .02; Rifle 30/120, 130 ms, damage 2, spread .009; Metralhadora 60/180, 85 ms, damage 1, spread .035; Submetralhadora 25/100, 110 ms, damage 1, spread .025; Escopeta 8/40, 700 ms, damage 1, spread .12, firing 7 pellets; Rifle de repetição + luneta 5/25, 850 ms, damage 5, spread .002. A successful hit awards damage × 100, so display +100, +200, or +500 as appropriate. Clicking with an empty magazine initiates reload; pressing R reloads manually. Reload takes 1 second, transfers only enough reserve ammunition to fill the magazine, and displays “RECARREGANDO”. Prevent firing during reload and enforce each weapon’s fire interval. Create a translucent dark rounded HUD over the game. At upper left show the yellow title “OPERAÇÃO HORIZONTE” and the subtitle “Campo de treino urbano — Brasil fictício” (the visual may describe it as a Brazilian coastal training zone). At upper right show the selected weapon, current magazine and reserve in the format “12 / 72”, and the seven weapon buttons arranged in wrapped rows. Put the white crosshair in the exact screen center. At bottom left show controls in Portuguese: “WASD mover · mouse mirar · clique atirar · R recarregar · 1–7 armas”. At bottom show “PONTOS 0 · ALVOS 0/7”, updating score and the number of currently knocked-down targets. Use responsive layout so the top weapon panel remains readable on narrow/mobile screens, hiding the help text on very small screens. Keep the clean low-poly training-simulation aesthetic, with no health system, enemy AI, vehicles, or invented mission objectives beyond knocking down the seven range targets and earning points.