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Arcade › Void Range
Click the game above and it runs right here in your browser. No download, no installer, no account needed. balundeen built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Void Range yet. Play it, then tell balundeen what you would add next.
Void Range was built by balundeen 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 Void Range 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 first-person 3D sci-fi shooting-gallery game titled “Void Range.” Use a dark navy/black space-like training-deck setting with a fixed first-person camera and a small glowing cyan crosshair centered on screen. The player starts at approximately the center of the rear half of a square enclosed arena, looking toward targets ahead. The arena is a large dark blue-gray metallic floor with a visible cyan/blue square grid, surrounded by four low chunky dark metal walls; add subtle blue atmospheric fog and cool cyan/blue lighting, with a brighter blue glow toward the far end. Place a few large dark industrial barrel props around the side areas of the deck if available. Keep the visual style clean, minimal, futuristic, and high-contrast, with emissive neon accents rather than detailed textures. Core gameplay: after pressing the “ENTER RANGE” button, the player can move in first person using WASD, look around with mouse movement, sprint with Shift, and jump with Space. Support touch play with an on-screen movement stick and a fire button. Fire with left mouse click (and Space/Enter as an additional fire input if desired by the underlying controls), using a center-screen raycast. There is a brief 0.18-second firing cooldown. Red floating target drones/discs spawn in the forward portion of the arena, generally across x positions from -13 to 13 and z positions around -4 to -14, at about 1.5 units high. Each target is a thin red/pink cylindrical disc facing the player, with a pale glowing spherical core; targets gently bob up and down and drift side to side, and orient toward the camera. Shoot the target under the crosshair to destroy it, award 100 points, and briefly enlarge it before removing it. Start with wave 1 and spawn 4 + current wave targets, so wave 1 has five targets. Show a new wave when all living targets are destroyed or 45 seconds elapse; increment the wave, reset its timer, and respawn 4 + wave targets. Targets are dangerous on contact: while a living target is within 2.1 units of the player, drain health at 18 HP per second. Begin each run at 100 HP. When health reaches zero, stop gameplay and show a dark translucent failure overlay titled “RANGE FAILED,” displaying the final “Score [number] · Wave [number]” and a “TRY AGAIN” button that resets score, wave, health, timer, and targets. HUD: place a translucent dark rounded pill at the top-left reading “SCORE” and the current score, and a matching pill at the top-right reading “WAVE [number] · [health] HP.” Keep the centered cyan/white four-way crosshair visible during play. Add a small translucent rounded hint along the bottom reading “WASD move · mouse look · click fire · Shift sprint · Space jump”; on coarse/touch devices place it higher to avoid touch controls. Before gameplay, show a full-screen dark blue radial-gradient start overlay with a centered rounded dark card, thin blue border, subtle shadow, large white “VOID RANGE” heading, instructional text: “Clear the training deck. Move with WASD, look with the mouse, and fire with click. On phones, use the on-screen stick and tap the fire button.”, and a wide bright cyan “ENTER RANGE” button. Ensure the start overlay hides once the run begins, and the game can be restarted after failure.