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Arcade › Shooter Ranger
Click the game above and it runs right here in your browser. No download, no installer, no account needed. david bailey built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Shooter Ranger yet. Play it, then tell david bailey what you would add next.
Shooter Ranger was built by david bailey 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 Shooter Ranger 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.
Recreate a browser-based 3D arcade space shooter titled "Shooter Ranger". Use a Three.js-style WebGL scene filling the entire window, with a dark navy/black space background, dense white/cyan starfield, subtle fog, ambient blue lighting, and distant procedural galaxy landmarks. The game is a forward-flight third-person shooter: the player controls a small stylized spaceship called Gogo / Super Beam, shown from behind and slightly above, flying continuously forward along the +Z axis. Keep the ship near the center of a broad rectangular flight corridor; WASD or the arrow keys steer left/right and up/down. Horizontal position is clamped to about -26..26 and vertical position to -14..14. The ship banks slightly while steering and has small pale-blue engine/thrust particles trailing behind it. The camera follows behind the ship at approximately (player x * 0.35, player y + 9, player z - 28), looking ahead toward the ship's forward path. The player automatically advances at about 36 world units per second and must survive and travel to z=8000, representing finding the Tresher galaxy. Display distant large colorful planet models/space landmarks far off to the sides and above the flight path, spawning roughly every 380 units; they should feel like background scenery rather than solid track barriers. Spawn hostile stylized enemy spacecraft ahead of the player, initially three and then randomly during flight. Enemy ships appear 165-205 units in front, at random x positions within roughly +/-24 and y positions within +/-11, and move backward toward the player at roughly 22-35 units/sec. Also spawn large irregular gray rocky asteroids, initially five and then randomly during flight, about 130-185 units ahead, at random x/y positions, moving backward at roughly 16-24 units/sec. Remove threats after they pass behind the player. Use low-poly/stylized 3D spaceship, asteroid, and planet models (the original uses Quaternius Challenger as the player, Quaternius Bob as enemy, a Kenney cliff rock as the asteroid, and Quaternius Planet 1/10 as landmarks), with equivalent readable models if those exact assets are unavailable. Weapons: pressing SPACE fires a straight cyan/teal laser forward along +Z. Clicking/tapping and holding anywhere on the game aims toward the pointer position and charges a beam; show a charge bar while held. On release, fire toward the pointer's camera ray. A short hold fires a small cyan laser (about 120 speed, narrow cylinder); holding long enough (charge level greater than about 22%, reaching full after roughly 0.55 seconds) fires a larger glowing golden/orange charged laser (about 160 speed, wider and longer) with orange trail particles. Include a small cyan or orange muzzle flash and a laser sound effect when firing. Lasers can destroy both enemy ships and asteroids. Award 120 points for a normal enemy kill and 220 for a charged enemy kill; award 40 for a normal asteroid kill and 80 for a charged asteroid kill. Use bright particle explosions: normal impacts are small orange/yellow bursts, charged impacts are larger with orange and yellow particles. Collisions damage the player and remove the colliding object. Enemy collision costs 28 health; asteroid collision costs 22 health. Start health at 100, clamp it at zero, and show game over when health reaches zero. The player wins when reaching z=8000; transition to the same end screen but display the victory message "TREASER GALAXY FOUND!" and the subtitle "You got the Tresher and saved your planet!" (retain this spelling, as the HUD uses “Tresher/Treaser”). Use a canvas-based HUD overlay across the top portion of the screen with a translucent dark blue panel. During play, show large pale-cyan text aligned left: "Score: [number]", "Health: [number]", and "To Tresher: [remaining distance] ly", where remaining distance is floor((8000-current z)/10), starting near 800 ly. Along the bottom of the HUD show the instruction text: "Gogo flies Super Beam — WASD/Arrows steer • CLICK/HOLD anywhere: aim & charge beam". While charging, show an orange horizontal progress bar with a light outline and the label "CHARGE". The visual style should be clean, readable, colorful low-poly sci-fi arcade art with cyan UI text and orange weapon effects. On initial load, show a full-screen menu over a procedural dark space background with stars and subtle blue/purple nebula blobs. Hide the player and threats in the menu. Center the title "SHOOTER RANGER" in large bold pale-cyan text, subtitle "Gogo's Super Beam", and an orange rectangular START button. Clicking START or pressing SPACE begins a fresh run with score 0, health 100, player at the origin, three enemies, five asteroids, and two distant planet landmarks. When health reaches zero or the target distance is reached, show a translucent HUD/end overlay. For defeat show "GAME OVER"; for victory use the victory text above; show the final score plus a green "RESTART" button and a blue "MAIN MENU" button. Clicking RESTART or pressing SPACE/R starts a new run; clicking MAIN MENU returns to the title screen. Keep the entire game playable from keyboard and pointer/touch without requiring HTML form controls.