Arcade › Botfall Island
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Shashank Vanga built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Botfall Island yet. Play it, then tell Shashank Vanga what you would add next.
Botfall Island was built by Shashank Vanga 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 Botfall Island 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 playable third-person 3D arena survival shooter called “Botfall Island.” Use a bright stylized low-poly/toon aesthetic with a sky-blue background and light fog, soft shadows, and a colorful small island arena. The camera should follow the player from behind at a distance of about 8 units, with standard third-person WASD movement and jumping on Space. Also provide a large mobile-friendly circular FIRE button at the lower right; desktop left click and the F key should fire too. Build the island as a broad rectangular green ground platform surrounded visually by open sky. Include these visible landmarks: a dark blue factory floor at the rear, tall blue factory side walls, an orange roof/upper structure, a gray bridge extending toward the front with yellow rails, a raised green hill on the left, and a scrapyard area on the right with several differently colored stacked piles. Add toon shooter-style props such as red/metal shipping containers in the factory area, trash containers in the scrapyard, and scattered crates around the island. Keep the geometry chunky, blocky, and brightly colored. The player is a simple cute turquoise/cyan robot made from primitive geometry: rectangular body and head, a dark horizontal visor with two glowing pale eyes, two blocky arms, dark short legs, and a small dark gun projecting from the right side/front. Start the player near the front/center of the island at approximately (0, 0, 8). Spawn ten additional robots around a circle approximately 17 units from the center, for 11 total robots online. Give each robot the same block-built design but use distinct bright colors such as pink, yellow, purple, green, orange, blue, and white. The other robots are hostile survivors and should move toward the player when farther than 8 units, face the player when close, and periodically shoot at the player if within 24 units. The objective is to be the last robot online. Start with a short drop-in sequence of roughly 3.2 seconds where the player descends from above before combat begins. The player has 100 HP; enemy energy bolts deal 9 damage when they hit. The player’s energy blast deals 34 damage, so enemies require three successful hits to shut down. Firing should create a bright cyan energy bolt traveling forward from the player’s gun/camera aim direction, plus a small burst of sparks on a hit. Use an aim cone so a nearby enemy roughly in the center of the player’s view can be hit. Enemy shots should be pink/red glowing bolts, while player shots are cyan. Shut-down robots remain lying/tilted on the ground with dimmed eyes/materials and a small gray smoke sphere, rather than disappearing. Award 100 score for each defeated enemy and decrement the online count. When only the player remains, show a full-screen dark translucent result overlay with a blue/purple card, yellow “CHAMPION!” title, text indicating the last robot is online and fireworks unlocked, and a “DROP AGAIN” restart button. If the player’s HP reaches zero, show the same style overlay with “SYSTEM OFFLINE” and the score, and allow restarting. Implement a shrinking circular safe zone centered on the island. Begin with a radius of 25 and a 40-second countdown; after each countdown, reset the timer to 40 and reduce the radius by 4, down to a minimum radius of 7. While outside the zone, the player loses 2 HP per second; living enemy robots outside the zone also lose health at 2 per second and can shut down. The zone should be represented in the HUD minimap as a glowing cyan circle. HUD: Put a dark navy translucent rounded status panel at the top left with a cyan border. Show “BOTFALL ISLAND” prominently and a live line such as “Online: 11/11 · HP 100 · Zone 40s · Score 0,” updating the robot count, HP, countdown, and score. Put a rounded minimap panel at the top right with a teal/blue-green background, a glowing cyan circular zone, a yellow player dot, and pink dots for living hostile robots. At the bottom center show a dark rounded instruction panel reading “WASD move · SPACE jump · CLICK / FIRE blast,” with key labels styled like small blue-gray buttons. Put the pink/red circular FIRE button over the lower-right area. Use responsive mobile sizing similar to the reference: top panels, controls, and minimap should remain usable on narrow portrait screens. Use bright ambient/directional lighting, fog, cast and receive shadows, glowing emissive eyes and projectiles, and restrained bloom-like glow via emissive materials. Add small spark particle bursts when shots hit and a celebratory multicolor fireworks burst around the player after victory. Do not add inventory, weapons, buildings, narrative quests, or mechanics beyond this single last-robot arena battle, shooting, jumping, shrinking zone, score, minimap, and win/loss restart flow.