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Arcade › Thermal Bigfoot
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Borgenstein built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Thermal Bigfoot yet. Play it, then tell Borgenstein what you would add next.
Thermal Bigfoot was built by Borgenstein 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 Thermal Bigfoot 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 browser-playable Three.js first-person survival hunting game titled “Thermal Bigfoot.” The player starts in a dark, enclosed 60-by-60 low-poly pine forest arena at (0, 1.65, 20), facing north toward a large animated Bigfoot/Yeti creature initially at (0, 0, -22). Use a perspective first-person camera with mouse-look and pointer lock. The scene should have a deep blue-black background and fog, cool moonlike hemisphere and directional lighting, a mossy dark-green ground with a subtle green grid, low-poly pine trees around the perimeter and scattered inside the arena, four low boundary walls, and simple cover props: fallen logs, boulders, equipment crates, and rectangular cover blocks. Place a glowing neon green extraction gate at the far north wall around z=-29, spanning roughly 8 units wide and 5 units high. Core loop: after pressing Start Hunt, give the player 90 seconds, a rifle with 5 rounds, and an objective of landing 3 confirmed hits on Bigfoot. Bigfoot continuously runs directly toward the player, gradually accelerating from about 2.45 units/second, and the player loses immediately when the creature gets within roughly 1.55 units. The player wins when Bigfoot takes three rifle hits, or alternatively when the player reaches the extraction gate (z less than -27 and x within about 4.2 units). The player loses if the timer reaches zero. On ending, stop gameplay and show a centered dark overlay card reading either “Hunt Complete” or “Hunt Failed,” the result message, final hits out of 3, and distance to Bigfoot, with a “Try Again” button. Desktop controls: WASD moves relative to the camera, mouse looks after pointer lock, Shift sprints (walk speed about 7.2, sprint about 11.5), left mouse fires, R reloads, and holding right mouse or pressing T toggles the thermal scope. Escape turns thermal off. Prevent movement through trees and props using simple circular collision boundaries, keep the player within the arena. Play quiet footstep sounds while moving and short synthesized beeps for firing, hits, reload/no-ammo, start, and win/loss. Rifle fire should have a short cooldown around 430 ms, consume one round, flash the screen orange briefly, and raycast from the center crosshair to detect Bigfoot. A hit decrements health and updates the status; when empty, automatically reload. Reload takes about 1.25 seconds, refilling to 5 rounds. Misses should explicitly report that the shot missed and suggest using thermal and leading the target. Thermal mode should feel like a cyan/green hunting scope: narrow the camera field of view from about 74 to 37 degrees, darken the scene to near-black teal, show a full-screen circular vignette with a bright cyan ring and faint horizontal scan lines, and reveal Bigfoot’s orange heat signature as a translucent orange glowing sphere/bubble around its body. Normal mode uses the regular dark forest view. Keep a centered cyan crosshair visible. Bigfoot should be an exaggerated, oversized low-poly furry Yeti/Bigfoot-style model, scaled about 1.35, with a looping run or walk animation and shadows; the thermal orange bubble is hidden outside thermal mode. HUD: use clean readable cyan/white text in four translucent dark panels across the top: TIMER with one decimal (starting 90.0), BIGFOOT with live distance in meters, RIFLE with ammo such as “5 / 5” or “Reload,” and OBJECTIVE with hit progress such as “0/3 hits.” At the bottom center, show a translucent status strip for instructions and contextual messages. The initial screen must be a dark translucent full-screen modal card with the title “Thermal Bigfoot,” explanatory text about tracking the glowing heat signature and landing 3 shots before capture or time runs out, the desktop controls, and a bright mint “Start Hunt” button. The initial HUD behind it should still be faintly visible. Use external low-poly assets equivalent to Kenney-style pine trees and a Quaternius-style animated Big Yeti if available; otherwise create visually similar simple low-poly substitutes. Give trees and props cast/receive shadows. Make the presentation dark cartoon sci-fi/forest horror with strong cyan HUD accents, orange thermal contrast, and neon-green extraction lighting. Support WebXR if available: provide an Enter VR button, use headset look and thumbstick movement, controller trigger/select to shoot along a controller-forward ray, grip/squeeze to toggle thermal, and show a floating in-headset HUD containing TIME, BIGFOOT distance, AMMO, hit count, and controls. Add thin cyan controller aim lasers in VR. Keep the game playable and responsive on desktop even if VR is unavailable.