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Operation Shadow

  • 3d
  • third-person
  • tactical
  • action-adventure
  • browser
  • mission-based
0
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5 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. acwad tec built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Operation Shadow yet. Play it, then tell acwad tec what you would add next.

Make your own game

Operation Shadow was built by acwad tec 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 action adventure titled “Operation Shadow,” using a dark cinematic industrial-district setting and a clean sci-fi military HUD. The game should open on a full-screen title/menu overlay over the scene. Style the UI with a nearly black blue-green translucent panel, thin cyan borders, lime-green highlights, bold uppercase wide-spaced typography, and restrained white/gray supporting text. Show the kicker “TACTICAL ACTION ADVENTURE // BROWSER BUILD,” the large title “OPERATION SHADOW,” and the description that this is a six-mission campaign prototype with a fully playable first operation. Provide buttons for “BEGIN OPERATION” and “MISSION SELECT,” plus controls help: desktop WASD/arrow movement, Shift to run, Space to jump, Esc to pause; mobile uses a built-in virtual joystick and jump control.

Build a playable third-person 3D scene viewed from behind and above the player with a follow camera and a small center crosshair. Use a stylized low-poly/asset-pack look with soft shadows, fog, and cinematic lighting. The environment is the Morrow District at night or dusk: a large muted green-gray ground plane, a long dark road, two industrial buildings (one relay station to the east/front and one warehouse to the west), scattered low-poly trees and rocks, and a cool dark blue-green atmosphere. Use an animated male soldier model as the player, standing at the south end of the district, with an animated female soldier ally nearby. Keep the character models and environmental props visibly grounded with cast/receive shadows. Illuminate with a cool hemisphere light, warm directional key light, and subtle blue rim light. Place a rotating glowing cyan relay terminal near the relay station, a lime translucent circular checkpoint zone near the starting route, and a cyan translucent circular extraction zone with a tall glowing cyan beacon at the far end of the district.

The only fully playable mission is mission 01, “NIGHTFALL,” located in “Morrow District.” Implement this exact objective sequence, with proximity triggers and no combat system or enemies: first walk from the starting position to the lime checkpoint zone; on reaching it, award 100 points, display a toast such as “Checkpoint secured,” mark the checkpoint secured, and change the objective to “Hack the relay terminal.” Next approach the glowing relay terminal; award 250 points, show “Blackbox recovered,” save progress, and change the objective to “Move to the extraction beacon.” Finally walk into the cyan extraction zone at the beacon; award 500 points, mark the operation complete, save, and show a mission-complete screen stating that the blackbox is secure and the extraction route is open. Movement should support walking, running with Shift, jumping with Space, keyboard arrows/WASD, and the runtime’s on-screen joystick/jump controls. The player should reset to the southern starting point whenever the mission begins or is replayed.

During gameplay show a non-interactive HUD over the world: top-left lime “OPERATION SHADOW” branding; top-right mission panel reading “MISSION 01 // NIGHTFALL” and “Morrow District · Blackbox recovery,” changing to “Morrow District · EXTRACTION OPEN” after the terminal objective; bottom-left cyan-accented objective panel with the current “OBJECTIVE // …”; bottom-right score and checkpoint status, initially “SCORE 0000 / CHECKPOINT PENDING,” changing to “CHECKPOINT SECURED” after the first objective; and a subtle cyan crosshair centered on screen. Display temporary dark toast notifications with lime/cyan borders for checkpoint and blackbox events. Make objective markers visually respond to state: the checkpoint is bright and prominent only until reached, the terminal glows more strongly when it is the active objective, and the extraction circle becomes bright only after the blackbox is recovered.

Implement the menu states accurately. Mission Select should show a six-card campaign list: “01 // NIGHTFALL — Morrow District” marked PLAYABLE, then “02 // DUSTLINE — Kharif Border,” “03 // GREEN VEIL — Veyra Forest,” “04 // IRON VEIN — Underground Facility,” “05 // HIGH GROUND — Rift Mountains,” and “06 // LAST LIGHT — Cinder City,” with the latter five visibly dimmed and marked LOCKED. State that only Nightfall is fully playable in this build. The pause menu, opened with Esc during play, should say “Operation paused. Your checkpoint is safe,” show a CHECKPOINT card explaining that progress saves automatically at the relay terminal, and offer RESUME plus SAVE & MENU. The completion screen should say “NIGHTFALL // COMPLETE,” include the final score and “Checkpoint secured · Campaign progress saved,” and offer MISSION SELECT and REPLAY. Persist mission index, score, and completion status in local storage so restarting can show “COMPLETED” and “REPLAY AVAILABLE” for Nightfall. Use responsive overlays that work on desktop and narrow mobile screens, with scrollable menu panel behavior if needed. Do not add invented weapons, shooting, enemies, health, ammo, or additional playable missions: the mechanics are traversal, jumping, proximity-based objective interaction, scoring, checkpoint saving, and extraction.”

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