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Operation Shadow

  • 3d
  • fps
  • shooter
  • stealth
  • military
  • mission
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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. Mikey Uchiha 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 Mikey Uchiha what you would add next.

Make your own game

Operation Shadow was built by Mikey Uchiha 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.

Recreate a browser-based first-person 3D stealth/shooter mission titled “OPERATION SHADOW,” presented in a dark cinematic military HUD style. Use a Three.js-style FPS camera with a small crosshair at screen center, pointer-lock mouse look, and a visible low-poly M4A1-like weapon model in the lower-right after deployment. The player character is Captain Alex Carter, starting outside a fenced black-site research base in Kazakhstan at 2300 hours. The scene should have a cold blue-black night palette, fog, strong directional shadows, sparse atmospheric lighting, and an enclosed rectangular compound on frozen/dull gray ground.

Opening screen: cover the game with a nearly black radial-gradient overlay and a centered translucent dark panel with a thin pale border. Show the large widely spaced title “OPERATION SHADOW,” subtitle “MISSION 01 // SILENT STORM,” and this briefing: “2030. A black-site research base in Kazakhstan has gone dark. Infiltrate, disable its security grid, recover the classified dossier, rescue Dr. Ryan, and reach extraction before BLACK VIPER closes the net.” Include a warm orange DEPLOY button. Also show the stated controls: WASD move, Shift sprint, Ctrl crouch, Space jump, left click fire, R reload, 1/2/3 weapon slots, E interact, and G grenade. On deployment, hide the menu, show the weapon, lock the pointer if available, and display a toast such as “SILENT STORM // GO DARK.”

Build the compound as a long rectangular base bounded by tall dark perimeter walls, with an entrance/perimeter gate at the near/southern end. Include two gate posts and a gate beam, a research hangar on the left deeper inside, a control building on the right, barracks farther back on the right, and a generator room/building farther back on the left. Scatter dark cover blocks in the central approach and orange-brown crates near the hangar approach. Add repeated pale runway markings down the center, pine trees, dead trees, and many low-poly rocks along the edges and throughout the compound. Use low-poly military/environment assets with cast and receive shadows, including stylized soldier characters for enemies.

The mission is a linear five-step objective sequence, shown in the upper-left HUD under “CURRENT OBJECTIVE,” with a glowing colored ring-and-beam world marker for the current target:
1. “Reach the perimeter gate” — move from the starting position outside the compound through the gate.
2. “Disable the security console” — approach the blue-marked console area by the right-side control building and interact/activate it.
3. “Recover the classified dossier” — enter/approach the research hangar on the left and activate the yellow dossier objective.
4. “Rescue Dr. Ryan” — travel to the generator room at the back-left and activate the green Dr. Ryan objective.
5. “Reach the extraction zone” — return toward the extraction marker outside/near the starting side, shown in pale blue; activating it completes the mission and changes the hint to “Mission complete — PROJECT DARK SKY is still out there.”

Use objective progression feedback toasts: perimeter breached/security grid located; security disabled/hangar access open; dossier recovered/Dr. Ryan signal acquired; Dr. Ryan rescued/move to extraction; and mission complete/SILENT STORM. The original implementation checks the relevant proximity conditions continuously, while the interface also presents E as the interaction key, so support both proximity activation and E interaction near the active objective. Make the markers ring-shaped horizontal toruses with a thin vertical light beam, and hide all inactive markers.

Place six Black Viper enemies in the base: five ordinary soldiers and one commander in the deep area. Use animated low-poly male soldier models, recolored dark gray-blue for regular soldiers and dark red/dark maroon for the commander. They initially idle or subtly turn. When a player is within roughly 28 world units and vertically nearby, enemies become alerted, face the player, and periodically damage the player if within roughly 24 units. Regular enemy attacks deal 6 damage and the commander deals 10. Defeated enemies disappear and award 100 score, with a “TARGET DOWN” toast. Enemy health is 70 for soldiers and 160 for the commander. Give the player 100 health; show a brief red border flash when damaged. At zero health, stop gameplay and show “ALEX CARTER KIA — PRESS ENTER TO REDEPLOY”; Enter resets health, position, objective stage, and ammunition.

Implement FPS movement with WASD, sprint, crouch, jump, gravity, mouse look, and collision-aware movement against the compound structures/cover. Start the player at the southern exterior, facing toward the gate. Use a 72-degree perspective camera, subtle fog fading into the distance, a very dark blue-gray background, cool hemisphere/fill lighting, and a warm directional key light. The weapon is a simple blocky first-person rifle with dark metallic body, stock, and a small orange sight. Left click fires a hitscan ray from the center crosshair; each shot decreases the magazine. The HUD starts with “M4A1 // SEMI-AUTO,” 30 rounds in the magazine, and 120 reserve rounds. R reloads to a 30-round magazine over about 0.9 seconds, consuming reserve ammo, and displays “RELOADING.” Weapon keys update the readout to “M4A1 // SEMI-AUTO,” “DMR // HARD-HITTING,” or “SIDEARM // FAST”; the implemented shooting gives weapon 2 higher damage (55) while the normal shot does 32 damage, and preserve the simple slot behavior rather than inventing a full weapon system. Do not add a grenade system merely because G appears in the briefing if it is not implemented.

The persistent HUD should match a restrained tactical UI: upper-left objective panel with a thin orange left accent; upper-right “VITALS” value and “SECTOR / KAZAKHSTAN // 2300 HRS”; lower-left weapon/ammo panel showing magazine and reserve; lower-right control reminder “LMB FIRE · RMB AIM · R RELOAD · E INTERACT”; center crosshair; a small centered hint near the bottom; and centered transient toast notifications near the upper-middle. Use translucent black/navy panels, thin gray-blue borders, pale blue-gray text, uppercase letter spacing, orange accents, and no bright arcade styling. The overall result should feel like a compact single-mission tactical infiltration through a cold, shadowy research base, with the objective/HUD and visible world markers clearly communicating the rules and progress.

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