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Brainrot Heist

  • 3d
  • arcade
  • collection
  • stealth
  • low-poly
  • kid-friendly
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. Brantley Combs built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Brainrot Heist was built by Brantley Combs 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 Brainrot Heist 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 Brainrot Heist

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 kid-friendly 3D third-person arcade game titled “Brainrot Heist” using Three.js. Show a bright, simple low-poly grass arena under a pale blue sky with soft fog and strong soft shadows. Use an elevated, slightly tilted perspective camera that follows the player from behind: the player is near the front of the arena, and the camera looks toward the center and far end. Keep the player and arena centered as the player moves.

The arena is a square green grass floor approximately 34 by 34 units. Put a long narrow red carpet down the center, extending from the far side toward the middle/front, with thin gold/cream trim rails along both edges. Brainrots spawn at random points on this carpet every roughly 4–6 seconds, then slowly walk/drift toward a randomly selected enemy base. Scatter about 14 chunky wooden crate props around the grass on both sides of the carpet, with varied positions, rotations, and scales.

Create four small base platforms: the player’s blue base at the front (around z=10), plus enemy bases at the back-left (red), back-right (green), and far center (gold). Each base should be a colored rectangular pad with a darker inset storage area and cream-colored low back/side walls. Add floating 3D text labels: “Your Base”, “Red Base”, “Green Base”, and “Gold Base”. Seed the enemy bases at startup with stored brainrots: Red has a chicken and crab, Green has a crab and cactus, and Gold has a chicken and cactus. Arrange stored brainrots in rows within their base. The player base starts empty.

The player avatar is a small stylized blue capsule-like thief with a dark horizontal face mask and a white forward-pointing arrow/cone above its head. Start the player just in front of the blue base. Move the player with WASD or arrow keys, including diagonal movement, with movement clamped to the arena bounds. The player faces the movement direction. Movement speed is about 5.4 units/second when empty and 4.2 while carrying an item.

The collectible/stealable brainrots should be cute animated monster models (load chicken, crab, and cactus models if available; provide simple colored blob/monster fallbacks if assets fail). Use these exact types and values: “Tralalero Chick” worth 
5, “Crabbo Cappuccino” worth $40, and “Cacto Spaghetti” worth $60. Give them playful animation/idle bobbing and visible labels or recognizable models where appropriate. Loose brainrots drift toward their assigned enemy base at about 0.8 units/second. When they reach a base they become stored there. The player can carry only one brainrot at a time. Interaction: pressing E (and a large mobile STEAL button) performs the context-sensitive steal/bank action. If empty-handed and close to a loose brainrot on the carpet, pick it up and show a message such as “Yoinked [name]! Run home!”. If empty-handed and near an enemy base containing stored brainrots, take one from that base and show “Stole [name] from [base name]!”. If carrying an item, pressing E near the blue player base banks it, adds its value to cash, increments the successful stolen count, and displays “Banked [name] for $[value]!”. If carrying anywhere else, explain that it must be brought to the blue base. The carried model floats in front of/behind the player at about head height, bobs slightly, and rotates. Update the stored item arrangement after stealing or banking. Add one patrol guard to each enemy base. Guards are simple colored capsule characters matching their base colors. Have each guard patrol in a small elliptical/circular route around its base. If a guard comes within about 1 unit of the player while the player is carrying a brainrot, return that brainrot to the guard’s enemy base, clear the carry state, and show “Guard tagged you — [name] went back!”. Add a short cooldown before the same guard can tag again. HUD: overlay the game with a translucent dark rounded panel in the top-left reading “Cash: $0” initially; while carrying, append “ | Carrying: [name] ($[value])”. In the top-right, show the instruction panel: “WASD / arrows to move. Press E near a loose brainrot or enemy base to steal. Bring it back to the blue base to bank it.” Center a temporary rounded notification pill near the top that announces spawns and actions, including an initial “Steal brainrots from the carpet or enemy bases!” message and spawn messages such as “[name] spawned on the red carpet!”. On desktop hide touch controls. On mobile show a bottom-left four-button D-pad with up/left/down/right arrows and a large circular red gradient “STEAL” button at bottom-right. Make the controls touch-friendly and prevent page scrolling. Use a cheerful, polished low-poly/cartoon style: green grass, red carpet, saturated base colors, chunky crates, cute monsters, cream trim, blue sky, ambient hemisphere lighting, directional sunlight, shadows, and subtle fog. Include simple click feedback audio on steal/bank actions if available. Implement responsive resizing and a camera that smoothly follows the player. The game should be playable from index.html/game.js with Three.js ES modules.

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