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Island Blitz

  • 3d
  • battle-royale
  • third-person
  • cartoon
  • shooter
  • island
  • arcade
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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. Shashank Vanga built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Island Blitz yet. Play it, then tell Shashank Vanga what you would add next.

Make your own game

Island Blitz 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 Island Blitz 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 Island Blitz

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 “Island Blitz” as a colorful, third-person 3D cartoon battle-royale game on a small tropical island. Use a bright sky-blue background with light fog, strong warm sunlight, soft shadows, and a cheerful low-poly/toy-like aesthetic. The arena is a roughly circular island surrounded by a large flat blue ocean: a broad sandy beach ring, a green grass interior, a small green hill/cone toward the west side, scattered stylized trees and rocks, four simple wooden town buildings with pink/red roofs, a few palm-like trunks/crowns near the beach, and a short wooden dock on the south/east side. Place seven bright purple loot chests around the island (at approximately (-18,0), (4,5), (15,-2), (-7,12), (18,15), (-16,-13), and (0,-18) in island coordinates). The player is a small capsule-shaped pink character with a cyan visor. Add twelve AI opponents, each a simple colorful capsule body with a peach-colored spherical head, initially dropping from the sky at random positions over the island; the HUD should show 13 players at the start.

The game begins with a full-screen centered dark translucent blue rounded intro card with a white border and shadow. Show the large title “Island Blitz” in yellow with a hot-pink offset shadow, the text: “Drop onto a tiny tropical island, grab bright gear, and be the last one standing. Cartoony paint blasts only — no blood, just bonks and confetti.”, and a yellow rounded “Drop In” button. Behind it, show the game world and top HUD. After clicking Drop In (also allow Space to start), hide the intro, show a small white circular crosshair at screen center, and begin a roughly three-second aerial drop: a simple white aircraft with a pink wing descends while the player descends from about y=28 and the bots descend from about y=26. Display “DROP ZONE! Move to land…” during this sequence. Then hide the plane and drop message, place the player on the island, and enable movement.

Use third-person controls with the camera following behind the player at about 7 units distance. Support WASD and arrow-key movement, Space for jumping, and mouse dragging/look through the third-person control system; left mouse click fires and F is an alternate fire key. The player’s weapon fires small glowing yellow spherical cartoon paint blasts in the camera-facing direction, with a short 0.28-second cooldown and limited vertical aim. Paint blasts travel quickly, disappear after about 1.2 seconds or outside the arena, and hit bots within close range for 35 damage. Bots have 100 health, wander around the island with simple turning behavior, and shoot pink glowing paint spheres at the player when within about 12 units; bot shots deal 7 damage and travel toward the player. When a bot reaches zero health, hide it, count it as eliminated, increment the player score for player-caused eliminations, and show a short feed message such as “Nice paint hit!” or “Bot N splashed out.” There is no blood: all combat feedback is bright paint, bonks, and playful elimination language.

The player starts with 100 HP, zero shield, and normal speed. Walking over a chest within about 2 units automatically collects it, hides it, and displays “Found [item]!” Select each chest’s item randomly from: shield, medkit, speed, and blaster. A shield pickup adds up to 50 shield, a medkit restores up to 35 HP, speed boots set movement speed to 1.35 and show “Speed boots! Zoom!”, and blaster pickup resets the firing cooldown. Incoming damage consumes shield first, then HP. If HP reaches zero, hide/disable player control, enter spectator mode, and show “You are out — spectator mode!”; if all bots are gone the player wins, otherwise remain spectating.

Implement a shrinking safe-circle rule. Start with safeRadius 29 and a 45-second timer. The HUD timer counts down; when it reaches zero, reset it to 45, reduce the safe radius by 5 down to a minimum of 7, and show “The safe circle is shrinking!”. Damage the player by 3 HP per second while outside the current safe radius, and damage bots by about 2.2 health per second outside it. The player wins with a centered result card when all twelve bots are eliminated: title “Victory!”, text “You outlasted the island. Confetti time!”, and a yellow “Play Again” button that reloads/restarts the match. On loss, show title “Eliminated” and text “The island belongs to another blaster. Try again!”. On victory, emit about 80 small yellow, pink, cyan, and green square confetti pieces above the player that fall and rotate.

Keep the on-screen HUD visually consistent with the shown design: a fixed top-left translucent dark teal/blue rounded card with a white semi-transparent border, shadow, and text. It should show “Island Blitz”, a live line like “Players: 13 • HP 100 • Shield 0 • Circle 45s”, and the controls hint “WASD / arrows move • Space jump • Click shoots”. Put a circular minimap at top right with a white thick border, green island-colored fill, a cyan inner safe-circle outline that shrinks with the safe radius, and a small white player dot with a pink outline. Put temporary combat/pickup messages at bottom left, and a centered crosshair only after starting. Make the layout responsive so the minimap and HUD card shrink on narrow screens. Use bright saturated green land, tan beach, cyan water, pink roofs and characters, purple loot chests, yellow projectiles/UI buttons, rounded panels, and clean white typography.

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