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Keybreaker

  • 3d
  • top-down
  • action-strategy
  • fantasy
  • team-battle
  • resource-capture
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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. Albert built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Keybreaker yet. Play it, then tell Albert what you would add next.

Make your own game

Keybreaker was built by Albert 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 Keybreaker 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 Keybreaker

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 "Keybreaker" as a browser-based 3D top-down action/strategy game. Use a perspective camera looking down over a circular arena, with a stylized low-poly/toon fantasy presentation, soft shadows, bright colored terrain, and animated GLB-style characters and monsters. The world is a roughly 200-diameter round green map bounded by the arena edge, with three team bases arranged evenly around the outside: Blue at the north, Red at the southeast, and Green at the southwest. Each base is a colored circular ground disc with a metallic key machine in the middle: a short dark metal pedestal and pillar, a glowing colored ring/core above it, and five socket spheres around the base. Add three central wedge-like biomes between the bases, each about 20 radius: green Whisperwood forest with trees and mushrooms/bees, tan Sunscorch Dunes with palms, rocks, cacti/crabs/demons, and white Frostfang Peaks with frosted pine trees, yetis/penguins/ghosts. Connect bases toward the center with narrow brown paths. Scatter appropriate low-poly environmental props around each biome.

The player controls one Blue knight hero, while each team has three knight heroes total. Render knights as colorful animated armored humanoids with a colored circular selection ring; make the player ring larger. All heroes have 120 starting HP, melee sword-style auto-attacks with about 2.2 range, 16 damage, and 0.75-second cooldown. The player moves with WASD or arrow keys through top-down controls; there is no attack button because the hero automatically attacks the nearest hostile in reach. Movement speed is about 6.4, and carrying a key slows movement by roughly 12%. Give every hero a floating billboard-style HP bar. Heroes respawn at their team base after about 6 seconds when their team is still active, and bases heal heroes standing within roughly 11 units.

Populate each biome with four of each of its three monster species (12 monsters per biome, 36 total). Monsters are animated, roam within their assigned biome, attack heroes nearby, and fight monsters of different species in the same biome. Same-species monsters do not fight each other. Species and approximate stats: Mushroom 50 HP/6 damage/2.2 speed, Tree 80/8/1.6, Bee 35/5/3.2, Cactus 60/7/1.8, Crab 50/7/2.4, Demon 45/9/2.8, Yeti 90/9/1.8, Penguin 40/5/2.6, Ghost 45/8/3.0. Monsters that kill other monsters level up, increasing HP, damage, scale, and attack reach, up to level 10. Use orange floating HP bars for monsters. Dead monsters disappear after a death animation and respawn in about 7 seconds.

The core objective is the key-stealing elimination loop. Each biome starts with a closed chest. Track kills credited to the killer's biome: killing 50 monsters in one biome opens that biome's chest and creates one large glowing gold key above it, with a visible vertical light beam. The chest changes from closed to open/gold. Any living hero can walk over a free key to pick it up; a key visibly floats above a carrier. Carry the key to an enemy team's base machine (not the carrier's own base) and deposit it, filling one of that team's five machine sockets. The chest resets to locked after its key is deposited, so it can be farmed again. If a carrier dies, drop the key at the death position for another hero to collect. When a team receives five keys, its machine and base turn gray, all its heroes are permanently eliminated, and the team is marked OUT. Blue losing ends the game in defeat; if only Blue remains, show victory. Otherwise continue until one team remains.

Give AI-controlled heroes simple strategic behavior: farm an assigned biome, fight nearby monsters, retreat to their own base when badly hurt, pursue nearby enemy heroes and especially enemy key carriers, collect free keys when they are the closest teammate, and carry collected keys toward the enemy base with the most keys. AI heroes auto-attack anything hostile in range. Monsters wander, chase the hero that last damaged them when nearby, attack nearby heroes, and otherwise attack nearby monsters in their biome.

Build the HUD to match the visual style: a dark translucent panel across the top center with three team columns labeled Blue (you), Red, and Green, each showing a gold key counter out of 5 and three alive/dead hero dots; eliminated teams are faded/struck through and say OUT. At upper left show the player's level and Knight label, numeric current/max HP with a green horizontal HP bar, and location text such as Your Base, a biome name, or Crossroads; below it show a gold "Carrying a KEY" instruction only while carrying. Under that show three chest progress entries, one for each biome, with kill count out of 50 or KEY OUT and gold progress bars. Put a circular minimap at upper right showing the green arena, colored biome circles, team base squares, chest markers, orange monster dots, colored hero markers with the player outlined white, and gold key markers. Show centered gold announcement messages for events such as a key appearing, grabbing a key, planting a key, level up, or team elimination. Display "Respawning…" over the playfield while the player is dead, and a small bottom hint: "WASD / arrows move · you auto-attack anything in reach · walk over keys to grab them".

Start with a dark blue translucent instructional overlay card centered on screen, titled KEYBREAKER in large gold lettering, with text explaining: 3 bases and 3 heroes each, the player leads Blue; three biomes with monsters that fight and level up; kill 50 monsters in a biome to open its chest and get a key; carry it to an enemy base machine; five keys eliminate a team; last team standing wins. Include a large gold PLAY button, initially disabled while assets load, then enabled. On game end show a matching overlay with VICTORY or DEFEAT, explanatory text, and a Play Again button. Use a deep blue/sky background and a clean rounded-card UI with a playful bold display font and system-font body text. Keep the camera centered/following the player in a top-down view, render animated idle/run/attack/death states, floating HP bars, shadows, and glowing machine/key effects. Do not add weapons, ranged attacks, inventories, quests, or controls beyond those described.

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