Arcade › Deadwood Royale
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Deadwood Royale was built by MR. MAJNU 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 Deadwood Royale 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 Three.js third-person mobile-friendly arena survival game titled “Deadwood Royale.” Set it in a dark, cursed forest clearing at night: a deep blue-black gradient sky with stars, a large warm moon, fog, distant low-poly mountains, fireflies, dark green textured ground, and a circular clearing marked by a faint glowing green ring. Surround the arena with spaced wooden boundary posts and populate it with low-poly trees, dead trees, rocks, bushes, park-like benches, a fountain, lanterns, hedges, flowers, cobblestones, a campfire, and other scattered woodland props. Use atmospheric moon/sun-like warm and cool rim lighting, soft shadows, and a subtle vignette. The player is a low-poly armored knight character, viewed from a behind-and-above third-person camera. Start the player near the front of the clearing, with movement controlled by a virtual/mobile third-person control scheme and camera aiming. There is no jumping. The player’s primary close-range attack is a sword slash triggered by tapping/clicking the game screen; it has a short cooldown, attacks enemies in a forward cone/range, and plays a melee animation. Include a dash ability with a cooldown. Also provide three magic abilities usable by on-screen circular buttons at the lower-right or by keyboard keys 1, 2, and 3: FIRE MAGIC launches a glowing orange fire orb and creates a fire explosion on impact; WATER WAVE launches an expanding blue ring and creates a water splash; ICE MAGIC launches a cyan crystal projectile, freezes enemies briefly, and creates an icy burst. Casting two different magic types in quick succession should trigger a stronger combo effect, including an ice-fire ring/shard effect for fire plus ice and a larger area burst for other combinations. Spawn waves of approaching infected zombies around the outside of the arena. Use two zombie variants, basic and chubby, with idle, walk, attack, hit reaction, and death animations. Zombies navigate directly toward the player, attack at close range on a timer, damage the player, and reset the combo. Some zombies should be elite: larger, tougher, worth more score, and associated with the elite mission. Place glowing red eyes and a billboard-style health bar above every zombie. Wave size increases with the wave, and every fifth wave includes an elite/boss wave. The player must kill the entire wave; when all enemies are gone, complete the level and award credits. The arena safe zone gradually shrinks after time, and the player takes continuous damage while outside its radius. Display the ring as a scaled glowing circular boundary. Enemies can drop floating pickups when defeated: green health pickups restore health and blue energy pickups reset dash/star-related cooldowns. Pickups rotate, bob, expire after a short time, and add a small score bonus when collected. Use projectile hit detection, rock collision blocking, enemy health, hit reactions, death animations, temporary freezing, muzzle/impact trails and bright additive magic particles. Build a progression loop with levels 1 through 100. Begin with level 1 unlocked; completing a level awards credits and unlocks the next level. The start screen should explain surviving the infected and shrinking safe zone, offer MOBILE and ULTRA quality buttons, and lead to a level-selection screen showing unlocked and locked levels, rewards, banked credits, and next/back controls. On death show an elimination menu allowing an unlocked level to be selected again. Include an in-run SKILL SHOP button in the upper-right that pauses gameplay and opens a dark green modal. The shop uses score plus banked level credits and offers: SHARP EDGE (+8 sword damage, 80 credits), QUICK SLASH (faster sword cooldown, 100), STAR BARRAGE (+4 ninja stars, 120), and ARMOR PLATE (+20 maximum health, 150). Include a melee skill selector with SWORD / Silent strike and NINJA STARS / Radial attack. Keep sword as the default; ninja stars should be a radial/ranged melee skill with a limited cooldown/count behavior. The shop must show current credits and weapon stats and have a close button. Use a compact dark translucent HUD suitable for portrait mobile screens. At upper-left show LEVEL, WAVE, SCORE, COMBO, ZONE (SAFE or FINAL), HP, and a bright green health bar. Center-top show a MISSION card with mission name, progress bar, and progress text. Cycle through missions such as “Clear the infection” (8 kills), “Survive the wave” (1 wave), “Elite hunter” (1 elite), and “Combo fighter” (12 combo), granting their listed credit rewards on completion. Show a small center aiming reticle, a SHOP button, three stacked circular FIRE/WATER/ICE skill buttons at lower-right with cooldown text, and a bottom hint reading the current objective plus tap-to-attack and keyboard instructions. Flash a red vignette briefly when damaged. Use a muted forest palette—dark navy sky, deep greens, brown wood, lime health/UI accents, gold mission text, orange fire, blue water, and icy cyan magic—with low-poly stylized assets and readable arcade-survival presentation.