Skip to content

Arcade › Island Drop

Island Drop

  • 3d
  • third-person
  • battle-royale
  • low-poly
  • shooter
  • survival
  • building
0
Remix it Discord

9 plays

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.

Recreate a browser-playable low-poly third-person battle-royale arena game titled "Island Drop". Use a bright blue sky/background with a small circular island floating in a broad ocean: a sandy tan circular outer rim, a smaller green grassy circular arena (about 44m radius), several soft low-poly green hills, and scattered low-poly trees, crates, and brick walls that provide visual/shot-blocking cover. Use a colorful toon-shooter aesthetic with low-poly soldier characters, simple saturated materials, soft shadows, fog, and a pink/magenta safe-zone ring on the ground. Load toon-shooter-style low-poly assets for the player soldier, red enemy soldiers, pistol, AK, shotgun, crates, trees, and brick walls when available; provide simple colored geometric fallbacks if assets fail.

Start on a title overlay rather than immediately playing. The centered dark translucent rounded card says "Island Drop", explains: "Drop into a tiny low-poly island, loot fast, build cover, and be the last one alive.", has a yellow "Click to play" button, and displays the controls. Clicking starts the match and requests mouse pointer lock. The game is a third-person over-the-shoulder camera following the blue player soldier, with mouse look controlling yaw and pitch; normal camera distance is roughly 7.3m and aiming pulls it closer to roughly 5m with a slight side offset. Keep a white plus crosshair at screen center.

The match begins with the player at approximately (0,0,18), 100 HP, 25 shield, 60 ammo, and 70 materials. Spawn exactly six AI opponents around the island, making the HUD alive count start at 7 including the player. Enemies have 72 health, alternate between no shield and 20 shield, chase the player when far away, retreat when too close, strafe in a changing direction, and shoot at the player when within 36m. Enemy shots deal 10 damage per hit and both player and enemy shields absorb damage before health. The player wins when every enemy is eliminated; health reaching zero loses. Show an end overlay reading "Victory Royale" or "Eliminated" with a Play again button/reload behavior.

Movement uses WASD or arrow keys relative to the player facing direction, with normal speed about 7.8 and slower speed about 5.2 while aiming. Space jumps with simple gravity and a jump impulse, and constrain the player to the island boundary. Mouse movement aims/look-controls the camera; right mouse aims, left mouse shoots (or places a build piece), and prevent the context menu. Implement the three weapons: Pistol on key 1, owned initially, 22 damage, 0.36s fire interval, 38m range; AK on key 2, owned initially, 15 damage, 0.11s fire interval, 50m range; Shotgun on key 3, locked until its loot pickup, 6 pellets per shot, 12 damage per pellet, 0.62s fire interval, 22m range. Shooting consumes 1 ammo for pistol/AK or 3 ammo for shotgun, uses spread that is reduced while aiming, creates short yellow player bullet tracers or pink enemy tracers and hit sparks, and cannot shoot in build mode. Aiming and firing should use line traces that can hit enemies/player or be stopped by trees, crates, brick walls, and constructed pieces; cover objects have finite HP and disappear when destroyed.

Place exactly seven initial floating loot pickups around the island: one shotgun weapon pickup near (-7,-13), ammo +30 near (15,-2), shield +35 near (-19,23), materials +55 near (26,20), ammo +40 near (-29,-3), shield +25 near (12,29), and materials +45 near (29,-23). Make loot visibly hover/rotate with colored rings: pink for the shotgun, yellow for ammo, cyan for shield, and orange/brown for materials. When the player is within about 2.3m, show a bottom-center pill such as "E pick up +30 Ammo"; E collects the nearest item, hides it, adds ammo/materials, caps shield at 100, or unlocks the shotgun. Eliminated enemies drop either +20 ammo or +25 materials at their position.

Press Q to toggle between weapon mode and build mode. In build mode show a top-center hint: "BUILD MODE: 1 Wall · 2 Ramp · 3 Floor · Left click place" and change the bottom weapon bar to Wall, Ramp, Floor. Number keys 1/2/3 select weapons in weapon mode or wall/ramp/floor in build mode. Display a translucent cyan ghost preview about 4.8m in front of the player, snapped to a 2m grid and kept inside the arena. Left click places the selected piece if the player has at least 10 materials, consuming 10: a wooden wall is about 4.2m wide and 2.7m tall with 90 HP, a sloped wooden ramp is about 4.2m by 5m with 65 HP, and a flat wooden floor is about 4.2m square with 65 HP. Built pieces block shots and appear as orange/brown low-poly cover. Show a central message briefly when building, looting, or eliminating.

The safe zone begins at radius 39m and continuously shrinks over time toward a minimum radius of 12m, at approximately 0.28m per second. Scale the translucent magenta ground ring to the current radius. If the player is outside, show a pink "SAFE ZONE" pill near the top and damage them once per second: 4 damage initially, increasing to 9 damage after more than four seconds outside. Reset the outside timer while inside. Enemies outside the zone also take continuous damage, so they can be eliminated by the storm. Keep the zone active until victory/defeat.

HUD styling should match the visible design: fixed translucent navy rounded panels with subtle borders, blur/shadow, white text and yellow highlights. Top-left panel reads "Island Drop" with a status line such as "AK ready · zone 39m" or the current build state. Top-right compact stats panel shows "HP 100", "Shield 25", "Ammo 60", "Mats 70", and "Alive 7", updating live. Put the three weapon slots centered along the bottom with numbered slots, weapon names, ready/locked state, and a yellow border on the active slot; in build mode list the three build pieces and their 10-mat cost. Keep the crosshair centered, hide the pickup/build/safe-zone pills unless relevant, and use a clean responsive full-screen layout. If WebGL is unavailable, provide a simple 2D top-down fallback that preserves the same island, safe-zone, loot, enemy, player, and battle rules rather than showing a static screen.

More free browser games

Browse the whole Arcade →