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Six Shot Maze

  • 3d
  • first-person-shooter
  • maze
  • retro
  • arcade
  • horror
0
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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. The_BlueBacon built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Six Shot Maze yet. Play it, then tell The_BlueBacon what you would add next.

Make your own game

Six Shot Maze was built by The_BlueBacon 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 Six Shot Maze 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 Six Shot Maze

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 compact playable first-person 3D corridor-maze shooter titled “Six Shot Maze,” using a low-poly retro/Doom-like presentation. The camera is at human eye height in a small enclosed maze, with mouse-look through pointer lock and WASD movement. Build the level from a fixed 12-column by 11-row grid: use # as solid wall cells and . as open floor, with this exact layout: “############”, “#...#......#”, “#.#.#.####.#”, “#.#...#..#.#”, “#.###.#..#.#”, “#.....##.#.#”, “#.######.#.#”, “#........#.#”, “#.########.#”, “#..........#”, “############”. Make each wall a chunky 1.8-unit square, 4 units high, with dark brown/tan plaster-like material, dark trim strips at the floor and ceiling edges, a brown floor, a very dark reddish ceiling, and collision so the player cannot pass through walls. Use moody warm lighting, a faint dark fog, a warm moving point light near the player, subtle cool fill light, and shadows. The view should feel like the supplied screenshot: mostly brown maze surfaces, a dark vertical wall/corridor edge on the right, centered pale plus-sign crosshair, and a large stylized revolver visible at the bottom center. Draw the revolver as a HUD overlay rather than a 3D weapon: gray rounded barrel/body, brown grip, small hammer, drop shadow, gentle walking bob, and a brief downward recoil animation when firing; show an orange muzzle flash for a fraction of a second.

Place exactly five billboarded 2D enemy sprites in the maze at world grid positions corresponding to (column,row) (9.5,1.5), (5.5,5.5), (10.5,8.5), (2.5,9.5), and (8.5,9.5). They are chunky pixel-art humanoid figures: dark outline/body, reddish-brown torso, pale head, red horizontal chest detail, and dark red legs. Tint each enemy slightly differently (pale pink, pale green, pale blue, pale yellow, pale purple). Sprites should be transparent, nearest-filtered retro textures and billboard toward the camera, but select among front/back/left/right directional sprite artwork based on the enemy’s facing direction relative to the player. Enemies have 2 health each, wander when far away, chase the player when within 7.5 world units, avoid wall cells, bob subtly, and deal 10 damage per second while within 1.1 units.

The player starts safely at grid cell (1,1), eye Y=1.65, with 100 health and a six-round revolver. Left click fires only while pointer lock is active, with a centered camera raycast; each shot consumes one round and damages the first enemy sprite hit by the ray by 1 health. Use a 0.28-second shot cooldown. Enemies require two successful hits and disappear when defeated. Reserve ammunition is infinite, but ammunition does not refill automatically: pressing R starts a 1.1-second reload (with a visible revolver reload tilt/shift), restoring the cylinder to 6. Prevent firing during reload. If the player clicks with an empty cylinder, show an “empty, press R” style message. Add simple synthesized arcade gun, hit, reload, enemy-down, and empty-cylinder sounds if audio is available.

Add a fixed HUD overlay with translucent nearly-black brown panels and thin amber borders. At the upper left show HEALTH and the current integer health, REVOLVER and “current rounds / ∞”, and ENEMIES and the count of living enemies. At upper right show status text. Initially display “Click to enter the maze”; while active show “WASD move · Mouse look · Left click fire · R reload”; during reload show “Reloading revolver...”; for empty ammo show a reload instruction; on death show “You were torn apart — click to restart”; and after all five enemies are defeated show “Maze cleared — click to play again” or equivalent. Clicking the game view starts/re-locks pointer lock; Escape releases it and shows a paused/click-to-resume state. If health reaches zero, unlock the mouse and end the run. If all enemies are dead, win, unlock the mouse, and allow clicking to restart. On restart, restore player health/ammo and reset all five enemies to their original positions and two health. Include a centered 24px crosshair made from two glowing cream 2px bars. Keep the visual palette subdued: #120d0d background/fog, brown walls/floor, dark reddish ceiling, cream HUD text, amber highlights, and retro pixel-art enemy sprites.

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