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Arcade › Mozam Royale
Click the game above and it runs right here in your browser. No download, no installer, no account needed. MozamAlichand 777 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Mozam Royale yet. Play it, then tell MozamAlichand 777 what you would add next.
Mozam Royale was built by MozamAlichand 777 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 Mozam Royale 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 offline third-person/first-person 3D shooter prototype titled “MOZAM ROYALE,” with a dark futuristic military presentation and a responsive phone/tablet HUD. Start on a full-screen menu over a dark navy-to-purple gradient. Center a rounded dark translucent card with a thin pale-blue border and subtle shadow. Show the large widely spaced white title “MOZAM ROYALE,” the purple subtitle “OFFLINE BATTLE ROYALE,” and buttons: a full-width “BATTLE ROYALE” button, side-by-side “TEAM DEATHMATCH” and “MAP: MOZAM ISLAND” buttons, and a “SETTINGS” button. Include the small menu note “Original offline prototype slice — AI combat, local saves, responsive phone/tablet HUD.” The map button cycles through four maps: MOZAM ISLAND, MOZAM VALLEY, MOZAM DESERT, and MOZAM SNOWLAND, changing the environment colors and HUD map label. When either game mode is selected, hide the menu and enter a Three.js-style 3D arena viewed with a perspective camera. Support a third-person camera with the player visible and a first-person camera with the player hidden; provide an in-match “FPP / TPP” toggle and remember the selected camera mode locally. Use a soldier character model for the player and eleven AI soldier opponents, with some opponents colorized dark red/purple. Give the player a futuristic assault rifle called “GARLIC VIPER,” visibly mounted in first-person view, with a pale body and purple emissive glow. Place a white crosshair at the center of the screen. Build each arena from simple stylized geometry: a large square ground plane, a contrasting straight river running across it, a small bridge over the river, scattered rectangular cover blocks, many low-poly trees made from brown rectangular trunks and cone-shaped foliage, nine small raised loot-like rectangular objects, and five large perimeter mountain/block forms. Use map-specific palettes: island dark teal ground with cyan water/accent and green foliage; valley green/brown; desert warm brown/orange; snowland blue-gray with pale ground and white foliage/mountains. Use atmospheric fog and directional/hemi lighting with shadows. Keep the overall visual style clean, low-poly, dark sci-fi, and UI-heavy rather than realistic. Gameplay starts with the player near the center and eleven bots distributed around the map. Provide movement through the normal third-person controller plus a large translucent virtual joystick at bottom-left for touch input; joystick movement moves the player around the arena. Include jumping through a JUMP button. Bots idle with animated soldier clips; when within roughly 30 world units of the player they turn toward and pursue the player, otherwise they wander slightly. Give each bot 100 HP. The FIRE button raycasts from the center camera crosshair and damages the first bot hit for 34 HP; three successful hits eliminate it, hide it, increment KILLS, and add 100 score. Add a brief rifle recoil/position movement on firing. The code’s AI shooting indicator exists but does not actually apply damage, so do not add player health or working enemy damage unless necessary for the same prototype behavior. Add an AIM button that toggles a zoomed camera field of view from 66 to 42 degrees. Add RELOAD and HEAL buttons matching the visible HUD; RELOAD changes the weapon label to “GARLIC VIPER · READY,” while HEAL changes the top brand text to “MOZAM ROYALE · MEDKIT +25” rather than implementing a full inventory/health system. The HUD should be fixed over the game with translucent dark rounded panels and pale cyan borders. At top-left show “MOZAM ROYALE” and “OFFLINE BATTLE ROYALE.” At top-right show the current mode and map, ALIVE and KILLS, plus ZONE percentage and a countdown starting at 04:00. In Battle Royale, ALIVE is the number of living bots plus the player, initially 12; in Team Deathmatch, show the score as “score/40” in the alive field. Display the current zone percentage, starting at 100%, and shrink the zone over time from radius 48 toward a minimum radius of 18. If the player moves outside the current radius, change the brand warning to “OUTSIDE ZONE · MOVE IN”; otherwise show “MOZAM ROYALE.” Keep the countdown and stats updating during play. Use large rounded touch-friendly controls along the bottom: FPP / TPP, AIM, RELOAD, HEAL, a purple-accented GARLIC VIPER weapon button/label, a prominent red-accented circular FIRE button, and a JUMP button. Make the layout responsive: on narrow screens place the joystick at bottom-left and shift the controls so they do not overlap it; on wider screens use larger margins and a larger joystick. Preserve the dark navy background, cyan/white typography, purple accents, glass-like translucent panels, subtle shadows, and generous rounded corners shown in the menu and HUD.