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Kaiju Rampage

  • 3d
  • arcade
  • kaiju
  • rampage
  • destruction
  • third-person
  • mobile
  • action
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. Cayden built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Kaiju Rampage yet. Play it, then tell Cayden what you would add next.

Make your own game

Kaiju Rampage was built by Cayden 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 Kaiju Rampage 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 Kaiju Rampage

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-playable 3D arcade game titled “Kaiju Rampage” using Three.js or an equivalent real-time 3D engine. The player controls a giant low-poly green kaiju in a compact downtown city, viewed from a third-person follow camera positioned behind and above the monster. The camera should smoothly follow the kaiju’s current facing direction and look toward its upper body, keeping the monster large in the foreground. Use a bright pale-blue sky/background with atmospheric fog, strong soft shadows, and a stylized, somewhat simple geometric art style.

Build the city on a large square ground plane. Lay out a dark charcoal road grid crossing the green ground, with pale yellow lane markings at intersections. Surround the roads with many randomly varied rectangular skyscrapers/buildings arranged in a loose grid: approximately 3–6 units wide/deep, 5–19 units tall, and colored in muted pastel gray-blue, beige, green, purple, and blue-gray tones. Add rows of small glowing cream/yellow windows on the front and back faces. Leave the central road area open for the kaiju. Keep the city bounded, roughly 84 by 84 world units, with the player clamped inside it.

Model the kaiju as a large friendly-but-threatening stylized monster made from simple meshes: a dark green capsule-like torso, a pale green/beige belly, a rectangular green head with a lighter jaw, glowing red eyes, two thick arms, two legs and oversized feet, a long tail, and six dark blue-gray triangular/conical dorsal spikes down its back. Make it very tall (around 10 world units), cast shadows, and animate it with a simple walk cycle: alternating arm and leg swings, slight vertical bobbing, tail sway, and subtle head motion while moving. It should rotate toward the movement direction. The kaiju moves with WASD or the arrow keys, at about 16 world units/second, with analog-like acceleration/smoothing. Walking directly into a building destroys it.

Populate the city with six small stylized military tanks, initially positioned around the outer perimeter. Each tank should have an olive-green rectangular chassis, a small raised turret and forward cannon. Living tanks chase the kaiju; when close they back off slightly, and when within firing range they periodically damage the kaiju’s energy. Tanks can be pushed back by the kaiju’s abilities, and close contact also damages them over time. A tank has 3 hit points. Destroyed tanks vanish and burst into orange/yellow debris, awarding 140 destruction points. Tanks should stop firing temporarily after being affected by a roar.

The round starts behind a full-screen translucent dark overlay with a centered modal titled “Kaiju Rampage.” Show the instructions: “You are the monster now. Tear through downtown before the military drains your energy.” Explain Move = Arrow keys or WASD, Stomp = Space, Roar = F, and that roaring shoves back tanks while stomping near buildings crushes them. Include a prominent green “Start Rampage” button. On starting, reset the round, place the kaiju at the city center, restore all buildings and tanks, set destruction score to 0, energy to 100%, and the countdown timer to 90 seconds. Display the message “Rampage started. Crush buildings and keep moving.”

Add a fixed HUD over the 3D scene with three dark translucent rounded cards across the top labeled “DESTRUCTION,” “ENERGY,” and “TIME,” showing the numeric score, energy percentage, and remaining seconds. Put a centered dark translucent message banner below/around the top HUD. On mobile, show a translucent on-screen directional pad at lower left with four large rounded buttons labeled by triangle arrows, and two large rounded action buttons at lower right labeled “STOMP” and “ROAR.” These touch controls should work alongside the keyboard controls and visibly highlight while pressed.

Implement the stomp ability on Space or the mobile STOMP button. Give it a 1.25 second cooldown and consume 6 energy. Show “STOMP! Nearby towers crack apart.” Spawn a burst of orange glowing debris around the kaiju’s feet. Collapse every living building within a short radius (roughly the kaiju radius plus the building size plus about 6 units), awarding each building a score based on its height (approximately 90 + height*16). Stomp also heavily damages nearby tanks (2 hit points) and pushes them away. Implement building destruction as a visible delayed collapse: tilt/rotate the entire building randomly, lower it toward the ground for roughly 1.4–1.85 seconds, then hide it. Spawn many small tumbling glowing debris cubes when it collapses.

Implement roar on F or the mobile ROAR button. Give it a 4 second cooldown and consume 12 energy. Show “ROAR! Tanks scatter and stop firing for a moment.” Apply a brief pulse/visual intensity to the kaiju’s glowing eyes, stun the kaiju’s firing pressure momentarily, and push every living tank within roughly 20 units away from the kaiju while delaying its reload. Roar does not directly destroy buildings.

Living tanks continuously pressure the kaiju: their shots reduce energy by approximately 2.8 plus a small amount based on the number of living tanks, with a firing interval around 1.65–2.1 seconds and a visible small orange debris/impact burst near the player. Energy slowly regenerates at about 2.2 percentage points per second during play, but the round ends immediately if energy reaches zero. Stomp and roar also reduce energy, so the player must keep moving and use abilities strategically. The round ends when the 90-second timer reaches zero, energy reaches zero, or all buildings have been destroyed. If all buildings are destroyed, award a time-based bonus and show a completion message. Otherwise show an end overlay titled “Rampage Over,” state the final destruction score, and provide a “Rampage Again” button that fully resets the round.

Use dynamic particles for destruction: small orange/yellow cube fragments with randomized velocity, gravity, tumbling, bouncing/settling, and short lifetimes. Add soft ambient light and a warm directional sun/shadow light so the city, monster, tanks, debris, and collapsing buildings cast readable shadows. The overall presentation should match a mobile-friendly, colorful, low-poly kaiju destruction game: large green monster centered in a road-filled city, pastel skyscrapers with lit windows, dark rounded HUD panels, and immediate arcade feedback for smashing, stomping, roaring, and tank attacks.

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