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Tiro Rápido

  • 3d
  • first-person
  • target-shooter
  • arcade
  • low-poly
  • browser
0
Remix it Discord

6 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Gaurav K S built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Tiro Rápido yet. Play it, then tell Gaurav K S what you would add next.

Make your own game

Tiro Rápido was built by Gaurav K S 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 Tiro Rápido 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 Tiro Rápido

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 “Tiro Rápido” as a browser-based first-person 3D target-shooting game in Portuguese. Use a Three.js-style perspective FPS camera with pointer lock: the player/camera starts at the center of a large flat outdoor arena, WASD moves at a brisk speed, mouse movement looks around, and clicking the canvas requests pointer lock and fires one shot. Show a low-poly, asset-based visual style. The intended world has a bright sky-blue background with matching distance fog, a large 80x80 green grass/ground plane, soft hemisphere lighting, and a warm directional sun that casts shadows. Place a ring of 12 pine trees around the perimeter (roughly 22–28 units from center, alternating two pine variants and randomly rotated) and eight wooden crates scattered around the central area as cover/decoration. Load or model a low-poly rifle and attach it visibly to the lower-right/front of the first-person camera, angled horizontally; it should remain visible while looking and moving.

Spawn exactly eight freestanding target objects at random positions around the player, each 9–20 units away at ground level and with a random yaw. Keep a target list and, whenever one is hit, remove it and spawn a replacement after about 600 ms so the arena generally maintains eight targets. Make targets bob subtly up and down (about 0.08 units around a 0.1-unit height) over time. Shooting uses a ray cast from the exact center of the camera/crosshair through the scene; the first target intersected is hit, while misses do nothing to the score. On a successful hit, award 10 points, remove that target, and emit around ten small bright-red spherical particles from the impact point that spray outward/upward, fall under gravity, shrink, and disappear in roughly a second. Also create a very brief yellow/orange muzzle-flash sphere at the rifle muzzle and play a short gunshot sound when the user has interacted with the page. Do not add health, lives, ammo, enemies, timer, or other unimplemented systems.

Overlay a minimal HUD above the canvas: in the upper-left, large white text with a subtle dark shadow reading “Pontos: 0” initially and updating by 10 per hit; at the exact screen center, a small white translucent circular crosshair about 20px wide with thin horizontal and vertical lines through it; and at the bottom center, small light-gray text reading “WASD para mover • Mouse para olhar • Clique para atirar”. Keep the page fullscreen with no scrollbars and a black fallback body background while the 3D scene/assets load. Use responsive camera and renderer resizing, antialiasing, shadows, and a 75-degree perspective field of view. The game should begin rendering after assets load, with no menus or separate start screen.

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