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All Rise

  • 3d
  • first-person
  • courtroom
  • comedy
  • narrative
  • simulation
  • choice-based
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. Niko Melvin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about All Rise yet. Play it, then tell Niko Melvin what you would add next.

Make your own game

All Rise was built by Niko Melvin 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 All Rise 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 All Rise

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.

Rebuild “All Rise,” a browser-playable comedy courtroom simulation with a stylized low-poly 3D courtroom viewed from a first-person judge’s seat. The player never walks around: the judge rig is fixed behind a large wooden bench, with a perspective camera that can look around within a limited arc. Let the player drag with mouse/touch to look left/right and up/down, use Arrow keys for looking, and Q/D to lean slightly. Render a warm wood interior with brown walls and floor, a red carpet runner, brass/gold trim, tall bright window panels behind the bench, soft yellow window lighting, fog/ambient haze, shadows, and a spotlight that follows the active speaker. Populate the room with blocky stylized 3D characters and furniture: Bailiff Stone at the side, Pip at the plaintiff table, Lawyer Viper at the defense table, and Defendant Chameleon near the defense side. Include the judge’s bench and chair, counsel tables/chairs, a witness stand, gallery benches, a brass justice plaque, a small gavel and block on the bench, and an evidence box that glows/pulses when an exhibit is shown. Use Kenney-like blocky character/furniture assets when available, with simple idle and talking/emote animation; otherwise use visibly simple geometric placeholders.

Create three selectable ridiculous cases from the main menu. The menu should be a centered dark translucent brown panel with a thin brass border, serif typography, gold/cream title styling, the small uppercase label “COMEDY COURT SIMULATION,” the large title “ALL RISE,” and the tagline about warm wood, brass trim, one overworked judge, ridiculous cases, questioning the circus, slamming the gavel, and making legal history worse. Include an “On the Bench” instruction card explaining first-person fixed bench view, drag-to-look, typed or spoken interruptions, balancing Justice/Drama/Control, and completing a hearing. Show selectable case cards, a loading/court-ready status, a “RANDOM CASE” button, and an “OPEN COURT” button. The three exact dockets are: “The Great Zucchini Heist” (Pip says a ceremonial prize squash was stolen, disguised, and re-entered as salad), “Who Cursed the Barber?” (a haircut went feral, mirrors whisper, and blame is disputed), and “The Parking Ticket that Ate Downtown” (a cursed citation multiplies and swallows city blocks). Selecting a card highlights it in gold.

When court opens, show a HUD over the 3D scene. At the top display the current docket title and subtitle, a “Floor” panel with the active speaker’s name and line, and three horizontal Bench Meters labeled Justice, Drama, and Control, each starting at 50 and displayed with numeric values. At the bottom display the current judge prompt, a multiline text input capped around 180 characters, a “Hold Mic” speech-recognition button when browser speech recognition is supported (otherwise disabled and labeled unavailable), an “Address Court” submit button, contextual quick-phrase buttons, a scrolling “Bench Notes” transcript, and a gallery reaction message. Add Judge Tools buttons: Gavel, Call Witness, Show Exhibit, and a strict “Order!” action; visibly list keyboard shortcuts Space, W, E, and R.

Run each hearing as a staged sequence of timed testimony and judge prompt beats. Speakers should deliver lines in this order: Bailiff Stone opens court, Pip gives the complaint, Lawyer Viper responds, then the player gets a prompt; Defendant Chameleon speaks, Pip replies, then the player gets a second prompt; Lawyer Viper speaks, Defendant Chameleon replies, then the player gets a final prompt. Use case-specific humorous dialogue and prompt/quick phrases. For example, the zucchini case should reference a Best in Patch squash, a color-shifting noodle, sunglasses in a pantry, a glittery fake-mustache zucchini, a “not crime cart” wheelbarrow receipt, and a humming salad spinner. The barber case should reference thunder-like hair, supernatural barbering, twitching scissors, hissing bangs, mystic mousse, and a muttering mirror. The parking-ticket case should reference a citation annexing the arts district, a bike lane disappearing, a bed-sheet-sized ticket, a bitten downtown map, and a meter blinking “FEED ME COINS.” Automatically advance between testimony beats after roughly two seconds, while judge prompts wait for player input. Typed text submits on Enter (with a normal button alternative), and quick phrases submit immediately. A hold-to-talk microphone fills the input and submits when released/end of recognition.

Classify each judge utterance loosely by keyword into four tones: Strict (words such as order, overruled, sustained, enough, silence, contempt, answer, facts, court), Curious (why/how/when/where/explain/evidence/prove/timeline), Merciful (forgive, lenient, mercy, apology, second chance, understand, calm, compassion), and Chaotic (ghost, cursed, wizard, alien, goblin, banana, chaos, weird, circus, dance, or exclamation marks). Default ambiguous text to Curious. Strict should increase Control by 11, Justice by 4, Drama by 2; Curious should increase Justice by 10, Control by 3, Drama by 3; Merciful should increase Justice by 6, Drama by 4, and slightly reduce Control by 1; Chaotic should increase Drama by 12, reduce Control by 8, reduce Justice by 1, and increase crowd shock. Additional mentions of guilty, not guilty/dismiss, evidence, or order should make small corresponding meter adjustments. After each response, show a randomized gallery reaction and a humorous role-specific comeback from the currently active speaker, then continue the staged hearing.

Implement the judge tools as direct meter/reaction actions: Gavel raises Control by 12 and Drama by 5, reduces crowd shock, plays a heavy wood impact, pulses the reaction text, and says that order returns; Call Witness cycles through plaintiff, lawyer, defendant, and bailiff, focuses the spotlight on that character, raises Justice by 4 and Drama by 3, and logs a short witness line; Show Exhibit cycles through the current case’s three exhibits, raises Drama by 10, Justice by 4, Control by 1, logs the exhibit, changes the reaction text, and pulses the evidence box glow; Order! submits a strict line such as “Order in the court. Facts only.”

After the final judge prompt, replace the quick phrases with three large verdict stamps: “Guilty,” “Not Guilty,” and “Hung Circus.” Guilty adds Control and Drama, Not Guilty adds Justice and a little Control, and Hung Circus adds Drama while reducing Control. Then open an ending card with the case-specific verdict flavor text and final chips for Justice, Drama, Control, and the selected verdict. Select an ending title based on the player’s style: high Control plus high Justice = “Defender of the Realm”; high Drama with sufficient Control = “Thunder of the Bench”; at least two Merciful decisions with solid Justice = “Velvet Hammer”; at least two Chaotic decisions or very low Control = “Chaos Lost Rubber Stamp”; otherwise = “Brass-Eyed Arbiter.” Give buttons to replay a different case, replay the same case, or return to the menu.

Use a restrained theatrical visual/audio style: dark chocolate wood panels, brass and parchment-gold UI accents, cream serif text, translucent brown HUD panels, rectangular borders, no rounded modern cards. Add menu/open-court synth-note fanfares, a subtle Web Audio low courtroom murmur/noise bed, click sounds, a heavy gavel sound, and browser speech synthesis for cast lines with slightly different rates/pitches by role. Keep the experience as one complete hearing per session, with no player health, combat, inventory, free-roaming halls, or unrelated gameplay.

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