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Operation Shadow

  • 3d
  • tactical-shooter
  • third-person
  • stealth
  • military
  • low-poly
  • browser
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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. Pokine Ndiaye built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Operation Shadow was built by Pokine Ndiaye 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 Operation Shadow 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 Operation Shadow

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 3D third-person tactical shooter titled “OPERATION SHADOW,” with a dark, restrained military-industrial presentation and French UI text. Start on a full-screen deployment menu over a near-black background: a centered dark charcoal card with a thin muted olive border, small olive eyebrow text “PROTOYPE JOUABLE • BROWSER BUILD,” large widely spaced title “OPERATION SHADOW,” and the description “Entrepôt industriel abandonné. Préparez votre configuration, entrez, nettoyez la zone.” Show three configuration slots labeled ARME / “M4 / 30 coups,” OPTIQUE / “Holographique,” and CAMO / “Vert forêt,” plus an olive “DÉPLOYER” button. On deployment, hide the menu and enter the playable mission.

Build the level as a large enclosed abandoned industrial warehouse using simple low-poly geometry. Use a dark green-black world background with fog, a broad gray concrete floor approximately 100 by 60 units, tall back and side walls, regularly spaced concrete pillars in two rows, stacks of brown wooden crates, blue cylindrical barrels, and a line of pale glowing rectangular ceiling lights. Use muted gray-green materials, soft shadows, ambient hemisphere lighting, a directional key light, and a subtle green point light. The overall visual style should be blocky, minimal, tactical, and slightly cinematic rather than photorealistic. Place the player operator near the back of the warehouse at the starting end, and five hostile blocky humanoid soldiers at positions distributed around the space: two toward the far left/right, two toward the nearer left/right, and one near the center. Use simple animated idle humanoid models if available; otherwise use low-poly character figures.

The player begins with 100 HP, an M4-style weapon with 30 rounds, and score 0. Use a centered crosshair made from thin pale-green horizontal and vertical lines. Default to an over-the-shoulder third-person camera following the player at about 2.5 units distance, with movement, gravity, and jumping handled by the character controller. Provide a toggle to switch between third-person and first-person camera. The player can move with WASD and AZERTY ZQSD equivalents. Left mouse fires toward the screen center using a raycast; each shot consumes one round, has a rapid-fire cooldown, and deals 25 damage to a hostile hit. R reloads instantly back to 30 rounds. Right mouse temporarily aims down sights by narrowing the camera field of view. V toggles FPS/TPS. N toggles night vision: alter the fog/background to a darker green mode and display the corresponding active/ready state. Escape toggles pause. Do not add mechanics not represented here; the HTML hint mentions crouch, but there is no crouch implementation, so it need not function.

Hostiles should patrol between simple points when unaware. They can detect the player only within about 20 units, within a roughly 60-degree forward cone, and with line of sight unobstructed by warehouse geometry. When alerted, they move toward the player until close, face the player, and periodically have a chance to deal 8 damage. Show a brief white damage flash when the player is hit. Hostiles have 100 HP, so four regular 25-damage shots kill one. Dead hostiles disappear and reduce the remaining-hostiles count. Award 100 points for a conventional kill. Also support a stealth execution: when close to an alive enemy (within about 1.5 units) and positioned behind them, show a centered-bottom French prompt “Appuyez sur F pour exécuter”; pressing F instantly kills that enemy and awards 150 points. Remove the prompt when no valid target is nearby. The mission is won when all five hostiles are dead; it is lost when player HP reaches zero.

During play show a fixed HUD in French/minimal tactical style. At top left, a dark translucent readout says “OPERATION SHADOW” and “HOSTILES RESTANTS: N”; at top right show “HP 100” and an olive/green NVG line that reads “● NVG PRÊT (N)” or “● NVG ACTIF (N)”. Put the ammo readout at bottom right as a large current number followed by “/ 30.” Keep the crosshair centered, the execution prompt at bottom center when applicable, and a small lower-left control hint: “ZQSD / WASD déplacer • clic viser/tirer • clic droit ADS • R recharger • C accroupi • V FPS/TPS • N NVG • Échap pause”. Use pale gray text, olive accents, dark translucent panels, and subtle borders throughout.

When the mission ends, stop gameplay and show a full-screen dark overlay card. On victory display eyebrow “MISSION ACCOMPLIE,” title “ROUND TERMINÉ,” and “Score: [number] points”; on defeat display eyebrow “OPÉRATEUR AU SOL,” title “ÉCHEC,” with the same score format. Include a “RETOUR MENU” button that resets/reloads the experience to the deployment menu. Ensure the scene and HUD resize responsively for desktop and narrow screens, preserving the austere olive-and-charcoal visual identity.

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