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Arcade › Island Drop
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Gaurav K S built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Island Drop yet. Play it, then tell Gaurav K S what you would add next.
Island Drop was built by Gaurav K S 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.
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 battle-royale shooter slice titled “Island Drop.” Use a bright, stylized low-poly 3D presentation with a large blue ocean, a roughly circular sandy island, a green grass arena, soft blue sky/fog, directional sunlight and shadows. The camera follows behind and slightly above the player, with mouse/touch look and a centered white crosshair. The player is a blue-clad survivor holding a gun; use a simple low-poly humanoid fallback if external character assets are unavailable, and red humanoid AI survivors as enemies. The island should contain five small solid buildings with tan walls, brown floors, dark gray pyramid-like roofs, and brown doors, plus scattered trees, rocks used as cover, and three armored pickup trucks. Place visible spinning loot crates around the buildings: yellow weapon/ammo loot, blue armor, and green medkits. Start the player near one edge of the island, with a pistol, 12 rounds loaded, 48 reserve rounds, 100 health, no armor, and one medkit. Include loot pickups for rifles, shotguns, ammo, armor, and medkits. Press E (or the mobile E button) near a pickup to collect it; weapons are added to inventory and equipped, ammo increases all weapon reserves, armor adds up to 100, and medkits increase the medkit count. Support pistol, rifle, and shotgun weapon behavior: pistol 12-round magazine, rifle 30-round magazine, shotgun 5-round magazine; shooting consumes ammo, produces a brief yellow tracer, has weapon-specific damage/range/spread/fire rate, and empty magazines can be reloaded. Controls: WASD or arrow keys move, mouse moves the third-person view, left click fires, right click aims with a tighter view/spread and slower movement, Space jumps, Shift sprints, E interacts, R reloads, 1 selects pistol, 2 selects the available rifle/shotgun, and 3 uses a medkit to restore 42 health when below full. On touch devices provide a virtual joystick at lower left, FIRE, AIM, JUMP, and E buttons at lower right, plus touch-drag camera look. Implement eight red AI survivors distributed around the island. They wander toward the safe zone, pursue the player when within about 48 meters, move around obstacles, and periodically shoot when within about 38 meters; their shots visibly trace toward the player and can damage health/armor. Enemies have health and sometimes armor, can be killed by player shots, disappear on death, and may drop ammo or a medkit. Enemies outside the safe zone take continuous damage and can die there. The player also takes periodic damage outside the zone; health reaching zero causes loss. The win condition is eliminating all AI survivors, displaying a centered “Victory Royale” result and kill count; loss displays “Eliminated” and kill count, with a Play Again button. Add a shrinking safe zone: begin as a large circular translucent blue disk/ring centered on the island, show its current radius and a countdown starting at 01:30, then periodically contract toward smaller random centers, with a minimum radius around 14 meters. Display the zone disk and ring on the ground and damage anyone outside it. Include a polished HUD over the game: top-left translucent dark panel with green Health bar, blue Armor bar, and “Alive: 9 · Kills: 0”; top-center/right square minimap showing the island, buildings, current blue safe-zone circle, red enemy dots, blue player dot and facing direction; top-right SAFE ZONE countdown and “Radius XXm”; bottom-left translucent weapon panel showing weapon name, loaded/reserve ammo (for example “12 / 48”), slots “1 Pistol,” “2 Empty” or the picked weapon, and “3 Med x1”; center crosshair; contextual “Press E to pick up …” prompt near screen center/bottom. Begin with a dark translucent instruction panel titled Island Drop, subtitle about looting buildings, fighting AI survivors, and staying inside the shrinking safe zone, controls text, and a yellow “Drop Into Arena” button. Clicking/tapping it starts the match and hides the banner; show the same panel for victory or elimination with the result and a Play Again button. Use simple interface click and laser-shot sound effects when possible. Keep the game as a single compact island arena with collision against buildings, rocks, vehicles, and island boundaries; do not add unrelated game modes or mechanics.