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Rat Hunt

  • 3d
  • first-person
  • shooter
  • arcade
  • survival
  • mobile-friendly
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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. Ev B built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Rat Hunt yet. Play it, then tell Ev B what you would add next.

Make your own game

Rat Hunt was built by Ev B 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 Rat Hunt 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 Rat Hunt

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 arcade shooter titled "Rat Hunt" set in a dark, enclosed sewer or industrial tunnel. Use a very dark blue-black atmosphere with fog, a rough charcoal concrete floor, tall dark side walls, a rear wall, horizontal ceiling beams, scattered glossy blue-green puddles, and occasional pipe-stack props along the sides. Lighting should be moody and low-key: cool pale overhead/moonlike illumination, strong shadows, and a dim red point light deeper in the tunnel. The camera is an FPS view positioned at roughly human height, with a small futuristic rifle visible in the lower-right foreground. Show a simple white plus-shaped crosshair at screen center.

Populate the tunnel with about 12 small stylized low-poly rats. Each rat has a dark gray elongated body, a lighter gray/tan belly, tiny red glowing eyes, rounded ears, and a thin curled tail. Place them ahead of the player at varying positions and depths. Give them subtle idle motion and slight wandering; if one gets very close, move it away slightly and briefly show a warning that the rats are too close. The core goal is to aim at rats and shoot them. Use a center-screen raycast: clicking the game view or pressing the on-screen SHOOT button fires at the crosshair, and a rat hit is removed, increments the score by one, and briefly displays "+1". Replace killed rats after a short delay so the hunt continues. Use a modest fire cooldown, and do not allow firing after the game is over (even though no separate game-over flow is required).

Implement an ammunition system with an 8-round magazine and 48 reserve rounds at the start. Each shot consumes one magazine round. Provide a RELOAD button and keyboard R; reloading fills the magazine up to 8 using reserve ammo and briefly displays "RELOADED". If the magazine is empty, firing briefly displays "EMPTY". The HUD must be fixed over the game: top-left text "RATS: 0" (updating with kills), top-right "AMMO: 8 / 48" (updating with magazine and reserve), a centered white plus crosshair, and a bottom-center instruction line reading "WASD / joystick to move · click to look · SPACE to jump · click or SHOOT to fire". Add a large circular dark red SHOOT button with a light border at bottom-right and a smaller dark RELOAD button immediately to its left, sized for touch controls. Support WASD/joystick-style movement, mouse click-and-drag/look through FPS controls, and Space to jump. Keep the interface minimal and readable against the near-black scene, with white text and subtle shadows. Use realistic fog, shadows, ambient occlusion-like darkness, and restrained low-poly procedural geometry rather than a bright cartoon style.

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