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Arcade › DropZone Royale
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kyle built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about DropZone Royale yet. Play it, then tell Kyle what you would add next.
DropZone Royale was built by Kyle 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 DropZone 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 third-person low-poly survival/last-player-standing game titled “DropZone Royale.” Use Three.js or an equivalent real-time 3D engine with a bright sky-blue background and light fog, soft shadows, and a stylized toy-like aesthetic. The camera should follow a blue capsule-shaped player avatar from behind and slightly above; the avatar has a small yellow visor/face detail. Place the player on a large square green island at coordinates roughly near one edge, with a long cyan river dividing the terrain, a pale sand beach strip beside it, many raised rounded green hill/island sections, scattered simple cone-shaped evergreen trees with brown trunks, and a small city area on the opposite side made from colorful block buildings (orange and purple/blue) with flat yellow roofs and dark gray roads. Include a few larger imported-looking trees and suburban houses if assets are available, but preserve the simple low-poly geometry and colors. The game begins with a full-screen dark teal/green translucent menu card showing the title, the subtitle “Land. Loot. Build. Survive the storm.”, a prominent yellow “DROP IN” button, and a small controls hint: WASD/arrows move, Shift sprints, Space jumps, collect coins and shields, B/R build, and on touch devices use the virtual joystick and jump button. Starting the game hides the menu and enables third-person movement with gravity and jumping. Scatter seven glowing gold ring coins around the island and three glowing cyan octahedron shield power-ups. When the player comes within about 2.3 world units, automatically collect nearby pickups (also support the displayed E PICK UP control): coins increment the coin counter and show a brief “+1 coin” toast; shield pickups add 35 shield, capped at 100, and show “Shield +35.” Add short simple pickup/build sounds if possible. Populate the island with five colored capsule-like AI opponents (red, purple, cyan, and orange variations). They should wander slowly in changing directions within island bounds; they are visible competitors represented on the minimap, but do not add weapons or combat because none exists in the source mechanics. Implement a shrinking safe zone: show a bright cyan circular ring on the ground, initially at 100% and centered around the island/world origin, with an initial radius about 48 units. Over 150 seconds reduce its scale down to a minimum of 28% (roughly 13.4 units). Display “SAFE ZONE 100%” initially and continuously update the percentage in the top HUD. While outside the ring, drain shield at 5 points per second; after 25 seconds, if shield reaches zero, occasionally eliminate the player and show the game-over overlay with “ELIMINATED” and “The storm caught you.” If the player survives past 110 seconds while more than one player is marked alive, set alive to 1 and show “VICTORY” with “You outlasted the island.” Do not invent a shooting system or player health system beyond this shield/storm behavior. Support building directly in front of the player: pressing B creates a blue translucent-looking rectangular wall about 3.6 wide, 2.6 high, and 0.22 thick; pressing R creates an orange ramp about 3.4 wide by 4.2 long, slightly tilted upward. Place either roughly 2.2 units in front of the player, orient it to the player’s facing direction, and show a toast “Wall built” or “Ramp built.” Buildings persist in the world. Include the displayed bottom-center build bar: “B WALL R RAMP · E PICK UP,” with purple keycap badges. Use a fixed HTML/CSS HUD layered over the 3D view. At the top left, put a dark translucent rounded panel with COINS, SHIELD, and ALIVE counters, initially 0, 0, and 6, with yellow-highlighted values. At the top right, show a dark translucent rounded panel with red/pink safe-zone text. Also show a top-right rounded minimap panel about 130x130 pixels labeled “TACTICAL MAP”; render a simple green map, cyan river, dark roads, the cyan safe-zone circle, a yellow player dot, and red opponent dots. Add a centered bottom toast panel for pickup/build feedback. On elimination or victory, show a darkened full-screen overlay with a rounded card, large result heading, explanatory text, and a yellow “PLAY AGAIN” button that reloads/resets the game. Make the layout responsive for mobile and retain the virtual joystick/jump support through the third-person controls system. Keep the visual language clean, bright, low-poly, and arcade-like, matching the visible scene of green cliffs/islands, cyan water, conical trees, and blue sky.