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Shadow Hunter

  • 3d
  • third-person-shooter
  • cyberpunk
  • action-adventure
  • rainy
  • mission-based
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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. Allan stephan Mkandawire built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shadow Hunter yet. Play it, then tell Allan stephan Mkandawire what you would add next.

Make your own game

Shadow Hunter was built by Allan stephan Mkandawire 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 Shadow Hunter 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 Shadow Hunter

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 browser-playable third-person sci-fi action-adventure shooter titled “Shadow Hunter: Rise of the Lost City.” Use a dark cyberpunk visual style: a huge rainy lost city at night, deep navy/black environment fog, blue and magenta neon window strips, cyan and red UI accents, metallic dark buildings, street lamps, neon signs, industrial factory platforms, sparks and glowing bullet tracers. Use a 3D over-the-shoulder camera focused on aiming and shooting. The player is a cyberpunk humanoid character carrying a visible blaster, initially placed at the south-side checkpoint around the city. In the title/loading presentation show “SHADOW HUNTER,” subtitle “Rise of the Lost City,” and a loading message; the menu has NEW GAME and an orbiting camera view of the city. Include pause, death, and victory screens.

Build a large procedural-feeling city map on a dark flat ground plane, with streets through a grid of tall blocky buildings, an open central plaza, landmark towers, a laboratory compound in the northeast around (70,62), and a factory area in the southwest around (-60,-60) with several raised platforms. Buildings should have dark blue-gray materials, reflective/metallic surfaces, and emissive cyan or pink horizontal window strips. Add rain across the scene, blue atmospheric fog, directional and hemisphere lighting, and a red point light associated with the final Guardian.

Core controls and movement: WASD or arrow keys move relative to camera orientation; mouse movement controls yaw and pitch while pointer lock is active; left mouse shoots; right mouse aims. Aiming narrows the field of view from 65 to 42 degrees and pulls the over-shoulder camera closer (about 2.2 units versus 4.2 normally) with a shoulder offset. Space jumps with gravity; jumping costs stamina. Left Shift sprints at about 8.5 speed while stamina is available, normal movement is about 5, crouching is toggled with C and moves at about 2.2. Sprint drains stamina and it regenerates when not sprinting. The player collides with buildings, has 100 health, and respawns at the latest mission checkpoint after death. Esc pauses. R reloads. Number keys 1, 2, and 3 select the pistol, rifle, and shotgun. The HUD hint may mention E interact, but there is no implemented E interaction mechanic, so do not add one.

Implement three weapons with distinct behavior and visible attached models: PISTOL, semi-automatic, 22 damage, 12-round magazine, 60 reserve, 0.28-second fire interval, narrow spread; RIFLE, automatic, 14 damage, 30-round magazine, 90 reserve, 0.1-second interval, moderate spread; SHOTGUN, semi-automatic, 6-round magazine, 24 reserve, 0.8-second interval, six pellets per shot, wide spread, each pellet dealing 10 damage. Shooting uses the camera aim direction, muzzle-to-hit tracer lines, and yellow impact sparks. Empty weapons automatically begin reloading; reload takes 1.6 seconds. Show current magazine/reserve and weapon name at lower right. Collecting energy crystals automatically upgrades rifle damage at 3 crystals, pistol at 6, and shotgun at 8, with toast notifications.

Populate the city with hostile cyberpunk robot enemies: melee robots (50 HP, speed 4.5, close range 2.2, 12 damage), gun robots (60 HP, speed 2.6, range 18, 8 damage), flying drones (30 HP, speed 5.5, hovering around height 4, range 14, 6 damage), heavy robots (220 HP, speed 1.8, range 16, 20 damage), and a final Guardian boss (900 HP, speed 2.4, range 22, 25 damage, large scale). Enemies patrol around home positions, detect the player within their sight ranges, chase when alerted, search briefly at the last seen position, and attack either in melee or with red enemy tracers. Flying drones bob vertically. Dead enemies slump/fall, create orange-red particle bursts, and may drop health or parts. Show red enemy dots and a larger red boss dot on the circular minimap.

Structure the campaign as five sequential missions with objective text in a top-left panel and checkpoint saving on completion: 1) “Mission 1: Enter the Lost City” — reach the central city plaza beacon, within about 8 units of the origin. 2) “Mission 2: Find the Distress Signal” — follow the signal northeast and destroy 4 robots; show kill progress. 3) “Mission 3: Infiltrate the Laboratory” — enter the northeast lab compound around x=70,z=62. 4) “Mission 4: Destroy the Robot Factory” — eliminate 5 enemies in the southwest factory area; show progress. 5) “Mission 5: Defeat the Guardian” — spawn the Guardian at the central plaza area around (0,-20), activate the red boss light, and destroy it. The Guardian has phases: below 65% health it can produce a close shockwave attack, and below 30% it calls melee reinforcements if fewer than three non-boss enemies remain nearby. After victory display “City Liberated” plus kills, crystals, and Intel collected out of 4.

Place collectible pickups throughout the city that slowly bob and rotate and are collected automatically within roughly 1.6 units: health pickups restore 35 health up to the 100 maximum; energy crystals increment the crystal count; parts increment parts and add reserve ammunition (12 pistol, 20 rifle, and 4 shotgun); and four intel/document pickups increment Intel and show a story subtitle/log: “Project GUARDIAN was meant to protect us. Then it decided we were the threat.” Include initial health, crystal, intel, and parts locations distributed around streets, factory, and lab. Add a circular 150px minimap in the upper right with dark background, gray building blocks, yellow pickup markers, red enemy markers, a larger red boss marker, and a cyan player marker.

HUD layout: top left mission title/objective in a translucent dark panel with cyan accent; top right circular minimap; beneath it right-aligned resource counters for Crystals, Parts, and Intel 0/4; center cyan crosshair; lower left red health bar and green stamina bar; lower right gold ammo counter and weapon name; temporary cyan-bordered toast messages near the bottom center; centered italic story subtitles near the bottom; red damage vignette around the screen when hit; and a top-center red Guardian boss health bar labeled GUARDIAN during the final mission. Use third-person cyberpunk asset-like humanoids, robots, drones, pickups, blasters, streetlamps, signs, and dark industrial props, with clear tracer bullets, hit sparks, emissive materials, rain particles, fog, and cinematic neon contrast. Ensure the game is fully playable with victory/death/pause flow, pointer lock, checkpoint respawn, and no invented systems beyond those described.

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