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Arcade › Target Heat
Click the game above and it runs right here in your browser. No download, no installer, no account needed. actor912 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Target Heat yet. Play it, then tell actor912 what you would add next.
Target Heat was built by actor912 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 Target Heat 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 fullscreen 2D browser arcade game titled “Target Heat,” matching the supplied implementation and visual style. Use a dark nearly black (#0a0b10) canvas with a subtle 48px square grid and a faint radial glow, plus a fixed HTML HUD in Korean. At the top-left show a translucent dark rounded panel with “점수 0” (score) and the instruction “표적을 클릭하거나 탭하세요” (click or tap the target). At the top-right show another translucent panel with a dark button labeled “내 이미지 넣기” (insert my image), followed by “불태우기: 🔥 · 쏘기: 🔫”. At the bottom center place two large rounded action buttons: a red button labeled “🔫 쏘기” and an orange button labeled “🔥 불태우기”. In the center initially show the title “Target Heat” and the hint “이미지를 넣고 표적을 맞혀보세요” (insert an image and hit the target), fading the hint away after the first action or after an image is loaded. Keep the game touch-friendly, prevent page scrolling, and make the bottom controls span the available width on narrow mobile screens. The core playfield is a single moving circular target. Start it around the center with health 100 and a radius around 110px. It moves continuously with independent horizontal and vertical velocity, bouncing off the play area boundaries; keep it between roughly y=100 and the bottom controls at y=height-105, and keep its full circle onscreen. On each click/tap, determine whether the pointer is within the target circle. A hit with shoot mode subtracts 22 health and adds 10 points. A hit with burn mode subtracts 30 health, adds 15 points, sets/refreshes a burn effect, and produces a stronger camera shake and orange flash. When health reaches zero, award an additional 50 points, emit a large red burst, reset health and burn state, and respawn the target at a random safe location with a new random radius from 70 to 115px and a new random velocity. There are no lives, ammunition, timer, enemies, or other targets. Render the target as a dark translucent circular image area with a strong red glow and a subtle rhythmic scale pulse. Before an image is uploaded, fill it with a dark burgundy-to-purple gradient and faint oversized “TARGET” lettering. The upload control accepts an image file; crop/scale the chosen image to fill the circular target area, clipped to the circle, and use it instead of the placeholder. Around the image draw three thin concentric white rings at full radius, 72% radius, and 42% radius. Draw a thick gold/yellow circular health arc just outside the target, starting at the top and covering a fraction equal to health/100. While burning, change the glow toward orange and draw animated orange/red flame strokes around the circumference, plus occasional flame and gray smoke particles. Support two input modes. Pointer movement over the canvas updates a white circular crosshair positioned at the pointer; pointer down fires immediately using the currently selected mode. Clicking or tapping outside the target creates only a small impact particle burst and a minor shake, with no score or health change. Pressing the red shoot button selects shoot mode and fires once at the current pointer position (or the center if there is no pointer position). Pressing the orange burn button selects burn mode and fires once at the current pointer position (or center). Do not invent a separate mode indicator beyond the existing buttons/prompt. Use lightweight canvas particle effects: gold/white sparks for shooting hits, orange/red flame-shaped particles and gray smoke for burning hits, red particles on target destruction, and small impact particles for misses. Add brief screen flashes (white-ish for shooting and orange for burning), short shake values, and animate/fade all particles over time. The target should continue moving and the effects should continuously update with requestAnimationFrame. Preserve the responsive fullscreen portrait composition visible in the reference: HUD overlays the playfield, the circular target dominates the middle, and the two action buttons sit along the bottom. Use clean system sans-serif typography, rounded translucent panels, soft shadows, and high-contrast arcade colors.