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Target Toss VR

  • vr
  • first-person
  • arcade
  • throwing
  • target-practice
  • webxr
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. Casten Burks built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Target Toss VR yet. Play it, then tell Casten Burks what you would add next.

Make your own game

Target Toss VR was built by Casten Burks 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 Toss VR 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 Target Toss VR

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 first-person WebXR arcade game titled “Target Toss VR.” Use Three.js-style 3D rendering with a dark navy background (#152035), soft fog, shadows, and a compact square training room about 10 by 10 world units. Build the room from repeated Kenney Building Kit floor tiles covering a grid from x/z -4 to 4, with tiled walls along all four edges at x/z ±5. Place the player camera inside the room at roughly eye height (y=1.65), initially around (0, 1.65, 2.25), with a blue glowing circular standing marker on the floor near the ball rack. Use a first-person view; in VR the headset controls looking/aiming, and show two WebXR motion controllers with their browser-provided controller models and thin colored aiming rays (cyan left and pale pink right).

The core loop is a 60-second round requiring 15 target hits. The game begins in a ready state and starts when the player presses either VR controller trigger or uses the desktop throw control. Once playing, show exactly one active pop-up target at a time. Targets use the Kenney Blaster Kit large target model, enlarged and accompanied by a pulsing pink point-light glow. Place each target at varied positions around the room: mostly on the far wall (for example x=-2.9, 0, 2.75, -1.5, 3.15, or -3.35 with z around -4.55 to -3.15), or on the left/right walls (around x=±4.55 with varying z and y); target heights vary roughly from y=1.25 to 2.25. Orient each target toward the room. Animate a newly spawned target scaling up from nearly invisible, gently bobbing/rotating and pulsing its glow. After a hit, hide it, increment the score, spawn seven small Kenney target-fragment models that burst outward with random velocity, spin, shrink, and disappear in about 0.65 seconds, then immediately select and reveal another target. Reaching 15 hits wins; reaching zero seconds with fewer than 15 hits loses and hides the target.

Provide six red Kenney Minigolf Kit balls in a 2-by-3 rack/grid in front of the player, around x=-0.52 to 0.52, y=0.92, z=0.45 to 0.81. Balls are small (roughly 0.105 radius, with the imported model scaled appropriately), cast shadows, and obey simple projectile physics: gravity 9.8, room-wall/floor collisions with damped bouncing, and deactivation after coming to rest or seven seconds. In VR, pressing a controller trigger grabs the nearest available ball within about 0.55 units of that controller; if none is close enough, create a ball at the controller. Keep the held ball attached slightly below/in front of the controller. On trigger release, throw it using tracked controller velocity multiplied by 1.35; if movement is too slow, throw it forward along the controller’s aiming direction. A ball scores when it comes within about 0.42 units of the active target. Allow either controller to grab and throw. Play a dice-throw sound on release and a heavy impact-bell sound on target hit.

Support a desktop fallback: when not in an XR session, clicking/tapping anywhere or pressing Space throws a ball from the camera along its forward direction at about 7.2 speed with a slight upward velocity, and starts the round if needed. Pressing R restarts on desktop. In VR, aiming a controller ray at the physical restart sign and pressing its trigger resets the game. Put the restart sign on the right wall near (3.95, 0.78, -1.25), rotated to face inward, using a Kenney Platformer Kit sign model enlarged about 1.8x with a bright blue “RESTART” plate. Also place a square Meta Quest controller instruction poster on the left wall around (-4.86, 1.45, 1.45).

Add a flat HTML overlay HUD on top of the canvas. Use a dark #111827 page, white system sans-serif text, and a translucent dark rounded rectangle with a light border at the upper-left showing “Score 0/15” and “Time 60s.” Center a rounded cyan-blue status pill at the top reading “TARGET TOSS VR” before play, “ROUND LIVE” while active, “YOU WIN” after 15 hits, or “TIME UP” after timeout. At the bottom-left, show a translucent bordered instruction panel reading: “Enter VR, look around, use either controller trigger to grab a ball, then release to throw. No headset? Click/tap or press Space to throw from the camera. Aim at the in-world restart sign to reset.” Include an “ENTER VR” button at bottom-right; switch it to “EXIT VR” in an active immersive session and show an unavailable state when WebXR is unsupported. In-world, add a large panel on the far wall that updates with the round state: before play “TARGET TOSS / Trigger: grab / release,” during play “score/15   remaining-seconds / Hit the glowing target,” after winning “YOU WIN / score hits — press restart,” and after losing “TIME UP / score/15 hits — try again.” Keep the overall appearance minimal, dark, blue-accented, softly lit, and arcade-like, using the specified Kenney low-poly assets rather than inventing additional enemies or gameplay systems.

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