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Jungle Brawl

  • 3d
  • third-person
  • arcade
  • action
  • tag
  • arena
  • low-poly
  • jungle
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. Theodore Kistler STUDENT built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Jungle Brawl yet. Play it, then tell Theodore Kistler STUDENT what you would add next.

Make your own game

Jungle Brawl was built by Theodore Kistler STUDENT 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 Jungle Brawl 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 Jungle Brawl

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 browser-based 3D third-person arena game titled “Jungle Brawl,” using a low-poly, chunky toy-like visual style. Use Three.js or an equivalent 3D engine with a dark navy background and light atmospheric fog. The camera is a perspective camera positioned behind and above the player, looking toward the player; it should orbit when the user drags on the game view, with a limited vertical angle. Keep the player centered as the camera follows.

The arena is a circular jungle clearing: a large dark green cylindrical ground island with a smaller brighter green circular play field on top, surrounded by fog/empty darkness. Place about ten stylized canopy trees around the outer edge. Each tree has a thick tapered brown trunk and a clustered crown made from several faceted low-poly green/light-green icosahedron-like blobs. Scatter roughly twelve faceted gray rocks around the field. Add six raised square brown wooden canopy platforms around the arena perimeter, each hovering at about character height above the ground. Put a broad low rectangular sandy/tan home stage near the center.

The player is a bright cyan/blue blocky monkey-like character. Build it from simple boxes: a rectangular torso, box head, pale rectangular muzzle, two tiny dark square eyes, long angled arms with block hands, and two block feet. Start the player near the front side of the central stage. Add four orange blocky monkey bots placed around the arena, using the same model with orange coloring. In normal Free Play, all bots wander gently around their home areas. A red blocky monkey called the hunter exists but is hidden in Free Play.

The main mode is Free Play: allow the player to explore and “boop”/touch the orange bots, though Free Play has no score or timer. Add a prominent red button in the upper-right labeled “TAG RUSH.” Clicking it switches into the challenge mode. In Tag Rush, reset the player to the starting location, show all four orange bots at their home positions, reveal the red hunter near the far side of the arena, reset the score to 0 and the timer to 60 seconds, and display a brief centered notification such as “TAG RUSH! Boop every bot — avoid the red hunter.” The player wins by physically touching all four orange bots before time expires. Each untagged bot within roughly 1.7 world units of the player becomes tagged, increments the score, and displays a brief “Tagged one!” message. Tagged bots should continue moving but wander rather than being valid targets. The red hunter continuously chases the player at a faster-than-normal walking speed; if it gets within roughly 1.8 units, end the round with “The hunter got you! Press TAG RUSH to retry.” Also end the round when all four bots are tagged with “You tagged every bot! Jungle champion!” or when the 60-second timer reaches zero with “Time up!” During a round-over state, stop player movement and require pressing the mode button again to retry. The button should read “EXIT TAG RUSH” while the challenge is active and return to “TAG RUSH” when leaving it.

Movement should support WASD and arrow keys, with diagonal input normalized. Shift acts as sprint (about 1.55x normal speed), and Space makes the character hop/jump with gravity, only allowing a new hop while grounded. Keep the player and characters constrained within the circular arena boundary. Characters should turn to face their movement direction and have a subtle arm sway while moving. Bots in Free Play should drift around their starting areas; in Tag Rush, untagged bots move slowly, while tagged bots wander faster. Include mobile/touch controls: a four-button directional pad in the lower-right with up, left, down, and right arrow buttons that behave while pressed. Dragging directly on the rendered game view rotates the camera.

Implement a dark translucent glass-like HUD over the scene. In the upper-left show a rounded panel with the uppercase title “JUNGLE BRAWL.” Beneath it show a rounded status panel. In Free Play it reads “Free Play” and “Explore the canopy and boop the bots.” In Tag Rush it reads “TAG RUSH · [remaining seconds]s” and “Bots tagged: [score]/4 · Red hunter is chasing you.” Include the red upper-right mode button with a darker pressed/shadow offset. At the lower-left show a help panel reading approximately “WASD / arrows move · Shift sprint · Space hop · drag to look” and “Tag Rush: touch the bots before the red hunter catches you.” Center notifications should fade in and out. Use soft shadows, a warm directional key light, cool hemisphere/rim lighting, and faceted geometry to match the screenshot’s low-poly jungle aesthetic. The visible scene should feel like a playful arena brawl/exploration game rather than a realistic jungle.

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