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Island Drop

  • 3d
  • battle-royale
  • third-person
  • shooter
  • survival
  • low-poly
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. njdewitt13 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Island Drop yet. Play it, then tell njdewitt13 what you would add next.

Make your own game

Island Drop was built by njdewitt13 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 Drop 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 Drop

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 battle-royale game titled “Island Drop.” Use a bright stylized toon-shooter presentation with a third-person over-the-shoulder camera, a sky-blue background and fog, a large procedurally shaped oval island surrounded by blue ocean, and simple colorful terrain regions: green grass, snowy white north, sandy/desert eastern and southern areas, a gray central lab/urban area, and darker roads connecting points of interest. Place visible floating white, dark-outlined map labels at these locations: TIPTOP TERRACE, WONKEELAND, LATTE LANDING, PAINTED PALMS, SANDY STRIP, FORE FIELDS, CLASSIFIED CANYON, SUS STUDIOS, BATTLEWOOD BOULEVARD, RIPPED TIDES, HUMBLE HILLS, BUMPY BAY, and INNOLOOP LABS. Decorate the island with sparse toon trees and, around POIs, crates, brick walls for cover, and explosive barrels.

At the beginning show a centered dark-blue rounded start card titled “Island Drop,” explaining that this is a third-person battle-royale slice with snowy north, central labs, west bays, eastern desert, southern canyon and studios. Include a yellow “Drop In” button. On starting, spawn the player high above the island at approximately (-8,45,20), visibly drop/fall until reaching the terrain, then allow play. The player is a stylized toon soldier holding a visible weapon. Spawn six stylized enemy soldiers at positions around the north/east portion of the island, making seven total survivors initially. Enemies carry a mix of AK, SMG, and shotgun weapons, move toward and attack the player when nearby, otherwise wander toward random POIs. Give enemies 70 health and 30 shield; they can be killed, play a death animation, disappear shortly afterward, and drop either ammunition or their weapon. The game ends with “Victory Royale!” when all enemies are eliminated, or “Eliminated” when player health reaches zero; show the player’s KO count and placement in the end card.

Core gameplay is movement, looting, shooting, and surviving the storm. Controls: WASD move relative to camera facing, mouse movement looks around while pointer-locked, left mouse shoots, right mouse aims, Space jumps, Shift sprints, E picks up nearby loot, and number keys 1–4 switch owned weapons. Normal movement speed is about 8, sprint is about 13, aiming slows movement and narrows the camera FOV. Use a third-person camera about 7.4 units behind the player normally and 4.5 units while aiming, looking at the soldier’s upper body. Keep a centered white crosshair. Support jump physics and gravity, with a short jump; constrain the player to the island.

Provide these weapons and behavior: Pistol (18 damage, light ammo, 0.35-second fire interval, range 70), AK (24 damage, medium ammo, 0.14-second interval, range 86), SMG (13 damage, light ammo, 0.08-second interval, range 58), and Shotgun (six pellets, each 14 damage, shells, 0.7-second interval, range 32, wider spread). Start with a pistol, 45 light ammo, 30 medium ammo, and 8 shells. Shooting should show brief colored tracer lines and hit sparks; player tracers are yellow, enemy tracers red. Apply shield damage before health damage. Add simple laser/fire and jump sound effects if available.

Place the following initial pickups at the POIs: AK at Tiptop Terrace, shield at Wonkeeland, SMG at Latte Landing, shotgun at Painted Palms, ammo at Sandy Strip, health at Fore Fields, AK at Classified Canyon, ammo at Sus Studios, SMG at Battlewood Boulevard, health at Ripped Tides, shield at Humble Hills, shotgun at Bumpy Bay, and ammo at Innoloop Labs. Make pickups visibly rotate and bob. When close, show a prompt such as “Press E: pick up AK.” Picking up a weapon adds it to the inventory and equips it; ammo adds 25 light, 30 medium, and 6 shells; shield restores up to 35 shield, capped at 100; health restores up to 35 health, capped at 100. Use simple distinct colors/shapes or toon assets for weapon, ammo, health and shield pickups.

Implement a shrinking purple storm circle centered near (3,-4): start at radius 74m and shrink smoothly toward 16m over about 300 seconds. Display the storm ring in the world and on the minimap. If outside the circle, periodically damage the player, increasing from roughly 6 to 14 damage per tick, and show the hint “Storm damage — move to the circle.”

HUD must be clearly visible over gameplay. Top-left: Health label with a red horizontal bar, Shield label with a cyan/blue horizontal bar, and current weapon/ammo/KO status such as “Pistol · ammo 45 · KOs 0.” Top-right: a dark translucent rounded panel showing “Survivors: 7” initially and “Storm: 74m” initially, plus a circular 120px minimap below. The minimap shows blue ocean, green island shape, the purple storm circle, white player marker, and red enemy markers. Bottom-center: weapon inventory slots showing number keys and weapon names, with the selected slot highlighted blue/yellow and slightly raised. Keep the HUD visual language from the screenshot: white bold text with dark shadow, translucent navy panels, rounded white borders, and a clean arcade-style layout. Use toon-shaded/low-poly character, weapon, tree, crate, wall, barrel and health assets where available; otherwise use simple low-poly substitutes. Include responsive resizing and a playable canvas-based fallback if 3D rendering/assets fail.

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