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Arcade › Outpost Echo
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Outpost Echo was built by Cupid 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 Outpost Echo 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 single-level 2D canvas raycast first-person shooter called “Outpost Echo,” presented as a gritty low-resolution pixel-art 1990s-style jungle outpost maze. Use a deliberately low internal render resolution around 360x220, scale it crisply to fill the browser, disable image smoothing, and use a dark green/brown/gold palette with heavy vignette/fog, simple blocky geometry, and no gore. The player starts in a large enclosed maze of jungle paths and walls, with a first-person camera, approximately 60-degree field of view, textured-looking flat-color raycast walls, a green/brown sky gradient, dirt-colored floor with sparse speckles, and chunky billboard sprites. The map is a fixed grid containing jungle walls, bunker sections, hut sections, trench sections, a gold gate, open corridors, and a green extraction tile near the far end. Render wall types in distinct muted colors: dark green jungle, gray-green bunker, brown hut, dark brown trench, and ochre gate. The level should contain six enemy patrols at fixed locations, each represented by a blocky soldier sprite with green uniform, tan head, dark helmet/visor and legs. Enemies patrol rectangular waypoint routes, detect the player within about 7.5 map units when they have line of sight, chase briefly, and attack within about 5.8 units on a cooldown, reducing player health by 8 or 12 and causing a brief red/hurt flash plus a small spark/dust puff. They should be occluded by walls using the raycast depth buffer. Shooting should use a center crosshair and hitscan ray logic with wall occlusion and a small spread: the machete has infinite ammo, 18 damage, 1.4 range and a short cooldown; the sidearm starts with 36 rounds, does 28 damage to 8 range; the carbine starts with 75 rounds, does 18 damage to 11 range and fires rapidly. Show a chunky first-person weapon at the bottom: a green machete, or blocky sidearm/carbine with muzzle flash on firearms, slight movement bob, and recoil-like vertical movement. Left click or Space shoots; mouse movement while pointer-locked and Arrow Left/Right turn; WASD moves and strafes, with Shift providing faster movement. Number keys 1, 2 and 3 switch between machete, sidearm and carbine. Place collectible billboard items throughout the maze: ammo crates, white medkits with red crosses, a gold bunker key, and a radio/intel device. Ammo pickups add 18 sidearm rounds and 30 carbine rounds within caps; medkits restore 35 health up to 100; the key increments the key count and allows passage through the gate; the radio sets the objective flag and changes the mission message to tell the player to reach extraction. Give each pickup a simple bobbing animation, mark it collected on contact, and award 100 score. Defeated enemies award 250 score. The player’s mission is to locate the radio intel and then walk onto the green extraction tile; entering extraction before collecting the radio displays “Need radio intel first.” Reaching it with the objective wins and displays an extraction-complete overlay. Health reaching zero loses and displays a mission-failed overlay. Press R after either result to restart. Include an initial dark mission briefing overlay with a thin gold border, large gold “OUTPOST ECHO” title, subtitle describing a “gritty low-res raycast FPS through a jungle outpost maze,” instructions to find the radio intel and reach the green extraction zone, controls for WASD movement/strafe, mouse or arrow turning, click/Space shooting, 1/2/3 weapon swapping, and M map toggle, plus a gold “CLICK TO DEPLOY” button. Clicking deploy hides the overlay, starts play, plays a quiet click, and requests pointer lock. Clicking during play should also shoot and request pointer lock if needed. Add a toggleable minimap with M: draw the full fixed grid in the upper-left during play (or a larger centered map on win/loss), coloring open space dark green, extraction bright green, bunker gray, hut brown, trench dark brown, gates gold, and jungle walls dark green; show the player and facing direction in pale white and living enemies as small red marks. Keep a bottom HUD bar in the same low-resolution style showing HP as three digits, current weapon and ammo (“--” for machete), key count, “INTEL YES/NO,” and score. Display short gold mission/status messages near the top center such as “Find the radio intel,” weapon names, ammo recovered, medkit used, “Bunker key acquired,” “Radio intel secured. Reach extraction!”, “Patrol down,” and “Taking fire!” Include sparse spark/dust hit effects and firearm muzzle flashes, with a subtle radial vignette and a temporary red damage flash.