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Arcade › Range Rat
Click the game above and it runs right here in your browser. No download, no installer, no account needed. adham reda built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Range Rat yet. Play it, then tell adham reda what you would add next.
Range Rat was built by adham reda 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 Rat 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 first-person 3D target-shooting range called “Range Rat” (or “Remix of a game”) using a dark, stylized low-poly Three.js-like aesthetic. The player stands inside a square enclosed room approximately 20x20 units and 6 units high, viewed through a 75-degree first-person camera. Start the player near the center of the room at about (0, 1, 4), with normal FPS movement, gravity, and collision boundaries so the player can move around but cannot leave the room. Environment: use a very dark navy background/fog. Make the floor a large charcoal/slate plane with a clearly visible blue-gray square grid, and add a dark ceiling and four thick blue-gray walls. Use soft shadows and moody lighting: cool hemisphere fill, a warm directional key light, and a subtle orange point light overhead. Place chunky brown wooden crates around the room as cover and visual decoration: a cluster on the left side with several crates stacked/offset around x=-5 and z=-3 to -4, and scattered crates on the right/back side around x=4–6, z=3–6. Keep the sparse shooting-range layout visible from the starting viewpoint. Gameplay goal and targets: the only objective is to shoot geometric targets to increase the score; there is no health, enemy attack, timer, or explicit win screen. Place ten stationary glowing orange faceted targets (icosahedron-like spheres) around the room at varied heights and perimeter positions, including along the far wall, left/right sides, and one higher central target. They should gently bob vertically and rotate continuously. Each stationary target has 1 hit point and awards 1 point when destroyed. Also create four bright cyan/blue glowing low-poly drifting targets (octahedron-like shapes), initially scattered through the room at heights roughly 1.5–4 units. They rotate and move continuously in 3D, bouncing off the room boundaries, floor band, and ceiling band; each has 2 hit points and awards 3 points on destruction. On the first hit, a drifting target flashes/turns reddish and changes to a faster randomized movement direction; the second hit destroys it. Destroyed targets disappear and respawn after roughly 1.6–2.8 seconds at a small scale, growing/pop-in to full size; drifting targets respawn at randomized positions and velocity. All targets should cast shadows and glow through emissive orange or cyan materials. Shooting: place a minimal white plus-shaped crosshair exactly at screen center. Clicking first engages/aims the desktop pointer-lock FPS camera; while pointer-locked, each mouse click fires a hitscan ray from the center of the camera. A shot consumes one round and hits the first living target intersected by the ray. Use tiny synthesized arcade sounds if audio is available: a short descending square-wave shot, a bright hit tone, a lower damage tone, a reload tone, and an empty-click sound. On any hit, briefly show a larger cross-shaped hit marker and enlarge/flash the central crosshair. On a kill, show a gold “+1” or “+3” popup just above the crosshair that floats upward and fades. Ammo/reload rules: start with 12 rounds in a magazine, display “12 / 12”, and decrement on every shot whether or not it hits. Press R to reload; reloading takes about 950 ms, temporarily displays “RELOADING…”, and refills to 12. Do not allow firing while reloading. If the magazine is empty, play an empty-click sound and make the reload control pulse. Do not automatically reload. HUD: overlay the 3D view with clean white sans-serif UI. Center “SCORE 0” at the top, updating to the current score. Under it show the desktop hint exactly in spirit: “Click to aim • WASD move • click to fire • R reload • Esc frees mouse”. Put the ammo counter centered at the bottom, with low ammo (3 or fewer) colored amber and zero ammo colored red. Keep the crosshair and hit feedback centered. The scene should remain immersive with no weapon model visible. Touch/mobile behavior: detect coarse pointer/touch devices and replace the desktop hint with “Drag to look • stick to move • FIRE to shoot”. Provide a large translucent red circular FIRE button at bottom-right and a smaller translucent blue RELOAD button nearby; only show these buttons on touch devices. Touch dragging controls looking and a virtual movement stick controls movement. Position the ammo counter higher on touch screens to avoid the controls. Preserve safe-area spacing, prevent the context menu, and make the canvas full-screen and responsive. The finished experience should feel like a compact neon-lit FPS practice room: dark navy/gray geometry, grid floor, brown crate cover, orange stationary targets, cyan moving targets, crisp center reticle, score at top, and magazine/reload feedback. Implement smooth continuous animation, target rotation/bobbing, drifting/bouncing movement, respawns, shadowed lighting, and responsive desktop/mobile controls, while avoiding features not described here such as lives, damage to the player, levels, or an end state.