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Arcade › Range Ghost
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dmytro Shvets built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Range Ghost yet. Play it, then tell Dmytro Shvets what you would add next.
Range Ghost was built by Dmytro Shvets 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 Range Ghost 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 a playable browser 3D stationary sniper-range game titled “Range Ghost.” Use a first-person Three.js-style perspective from a fixed firing position on a low dark sniper platform, looking down a long outdoor training range. The scene should have an expansive uneven muted olive-green ground, a darker straight firing lane extending into the distance, pale sage sky/background fog, soft atmospheric haze, and warm directional sunlight with soft shadows. The player does not walk; mouse movement pans the camera slightly left/right and up/down to line up shots, with gentle continuous weapon/aim sway. Keep the visual style clean low-poly/asset-pack military range: distant simple geometric watchtowers, low cover walls, stacked barrels, earth berms/mounds, a warning sign, and distant soldier-shaped target silhouettes. Place range props at varied distances, including towers around the far left/right lanes, cover walls, barrels, and berms that can block shots. Core round: show an opening centered dark translucent overlay titled “Range Ghost,” with the description “Stationary sniper range: clear the marked distant targets before the timer expires.” Explain controls: right mouse / Shift / E aims the scope, mouse lines up, left click fires, R reloads/resets stance. Include a pale yellow-green “Start Round” button. Clicking it starts a 75-second round with six required targets labeled A, B, C, D, E, and F. Targets are positioned at progressively distant ranges roughly from 70m to 180m, partly hidden behind simple cover, and move laterally back and forth at different amplitudes and speeds. Each target is a small soldier silhouette on a thin stand with a red-toned target/body presence and a very visible floating pale target reticle/marker above it: a circular crosshair graphic containing its letter. Targets should be rendered at these approximate positions/ranges: A around x=-8,z=-72; B x=21,z=-104; C x=-27,z=-136; D x=9,z=-160; E x=36,z=-154; F x=-43,z=-178, with motion along X. The player must clear all six before time expires to win. Shooting: left click or Space fires, provided the rifle is not reloading. Each shot has about a 0.95-second reload/cooldown; display “READY” when available and a short orange “RELOAD 0.xs” state while cycling. Cast a ray from the center of the view/crosshair. A shot hits a target if it intersects its collider and is not blocked by intervening range props; also allow a small near-crosshair tolerance, wider while scoped. A blocked or missed shot increments misses. The maximum is five misses: the HUD displays Misses 0/5, and the round fails if misses exceed five. On a hit, the target becomes inactive/falls sideways near the ground, its marker/collider no longer counts, play a short hit feedback sound and briefly show a bright X hit marker at screen center. Award points using the actual distance and remaining time: base 150 plus roughly distance*5, ceil(remaining time*3), and +75 when the shot was scoped. Show status feedback such as “Target A down: +points (distance m)” or a blocked/missed message. When all targets are down, end with a centered overlay titled “Range Cleared,” stating the reason and final score/shots, and a “Run It Again” button. Also end with “Round Failed” if the timer reaches zero or misses exceed five. HUD during play: keep a fixed overlay over the 3D view. At top left show “Range Ghost” and a smaller status line such as “Find the marked targets” or control/status feedback. At top right show a dark translucent box reading “Score 0” (updating score). On the left below the title, show a dark translucent panel with a large yellow countdown initially “01:15,” “Targets 0/6,” green “READY” or orange reload status, and “Misses 0/5.” At the bottom center show a dark readout initially “Range: -- m”; when the center ray is over a live target, show its range and label, and while scoped with no target show “Range: scanning.” In the center use a small pale crosshair with horizontal/vertical lines and a dot; make it smaller/dimmer while scoped. Use olive, charcoal, cream, pale green, and yellow accents, translucent dark panels, subtle borders, shadows, and text glow consistent with the screenshot. Aiming down sights is activated while holding right mouse, Shift, or E, and released when the input is released; provide mobile/touch alternatives: circular SCOPE and FIRE buttons at the bottom corners on coarse pointers/small screens. While scoped, smoothly transition the camera field of view from about 58 degrees to about 17 degrees, hide the visible rifle view model, and display a large circular black scope mask/vignette centered on screen with a glass-like interior, horizontal and vertical reticle lines, and several lower vertical-range tick marks. Outside the circle should be heavily darkened. While unscoped, show a low-poly rifle and mounted scope as a first-person view model in the lower foreground, shifting subtly with sway and recoil. The player camera should smoothly follow desired yaw/pitch with mild sway, clamp the look roughly to yaw -0.72..0.72 and pitch -0.38..0.18, and never allow walking. Use responsive resizing and preserve the full-screen presentation. Include simple shot and target-hit audio feedback if available, but keep the game fully playable without audio.