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Office Ruckus

  • 3d
  • third-person
  • melee
  • brawler
  • arcade
  • office
  • ragdoll
  • room-clear
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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. It was built with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Office Ruckus yet. Play it, then tell the creator what you would add next.

Make your own game

Office Ruckus was built 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 Office Ruckus 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 Office Ruckus

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 melee game titled “Office Ruckus” using Three.js or an equivalent real-time 3D engine. The player controls a small stylized low-poly stick figure in a large square office room, viewed from a smooth over-the-shoulder camera positioned behind and above the character. The character has a bright cyan-blue faceted torso, white spherical head with a dark mask/visor and tiny eyes, dark thin legs and shoes, simple colored arms and hands, and carries a small wooden baseball bat in the right hand. The camera follows the player, looks toward the upper torso, and the player turns to face the camera-relative movement direction. Keep the presentation colorful, toy-like, and slightly toon-outlined, with black silhouette outlines around characters and props, soft shadows, simple geometric meshes, and no texture-heavy realism.

Build a 20-by-20 square office floor with a beige/tan tiled slab, subtle square tile grid, pale blue walls about 4.5 units high, a back wall containing several translucent blue window panes with crossbars, side walls, and a front wall with a central doorway gap and brown door-frame posts/lintel. Use a bright sky-blue background and distance fog; the scene should feel like an open, sparsely furnished office. Include strong directional sunlight, ambient/hemi fill, soft cast shadows, and a green ground plane outside/under the office. Populate each floor procedurally with randomized but separated office furniture: roughly 4 desks on the first floor, increasing by about 1–2 desks on later floors up to the implementation’s cap; each desk is a small colored rectangular tabletop on four thin legs and may have a tiny box monitor and/or white coffee cup. Add one matching office chair per desk, several small potted plants, a blue/white water cooler in a corner, and a blue sofa along another wall. Furniture is made from simple outlined boxes, cylinders, and spheres and uses varied muted blue/green/orange/purple colors. A green arrow near the front doorway indicates the way upward/forward after clearing the room. Place a yellow boss marker/sign on the back wall.

The core loop is room-clearing brawler combat. Start the player near the front doorway at the room’s lower/front side. Move with WASD or arrow keys, using camera-relative movement at about 5.5 units per second; also support a virtual touch joystick if mobile controls are implemented. Attack with Space, F, Enter, or a large red circular “SWING” touch button. Each swing has about a 0.35-second cooldown and a brief 0.18-second bat animation, swinging the bat dramatically across the player’s body. A hit affects enemies within 3.2 units and within a broad forward-facing arc. Each hit removes 2 plus half the current floor number in damage, staggers the target briefly, launches a clone/ragdoll of the enemy forward and upward with spinning rotation, and plays a heavy impact sound plus a swing sound. Nearby desks, chairs, plants, monitors, cups, sofa, or other furniture within roughly 2.5 units can also be scattered/launched as physics objects. Spawn flying coffee cups from impacts; physics objects arc under gravity, bounce weakly on the floor, damp their velocity, collide/clamp against room boundaries, spin, and disappear after roughly 3.5 seconds.

Populate each room with 4 plus the floor index ordinary masked office-worker enemies, capped at 8, and one stronger boss. Enemies are the same small stick figures with randomized colored torsos, dark masks, and (for ordinary enemies) a red tie. Ordinary enemies have 4 hit points; the boss has 12. Enemies wander to random points when far away, chase the player when within about 7 units, and attack when within about 1.8 units, dealing 1 damage every 0.8 seconds. Ordinary enemies move at roughly 2.2 units/second while the boss moves at roughly 3.5. Keep enemy movement simple and direct, without pathfinding beyond the open room and boundary clamping.

The player starts with 10/10 health. Defeated ordinary enemies award 10 score and the boss awards 50. When all enemies in a room are defeated, clear the room and advance the player through four total floors/levels; reposition the player at the front side of the newly built office and generate fresh furniture and enemies. After the fourth floor is cleared, show a dark translucent victory overlay. If health reaches zero, show a dark translucent game-over overlay with a large red-shadowed “GAME OVER” heading and a prominent red restart button; launch the player ragdoll upward on defeat. Restart resets floor, score, health, furniture, enemies, physics debris, and rebuilds the first room.

If implementing the intended interface, add a fixed overlay HUD: centered top text such as “Floor 1” and a boss count, a green health bar and numeric health at upper left, and a yellow room-clear progress bar beneath it. On touch devices place a translucent circular joystick at bottom left and a red circular swing button at bottom right. The supplied visual implementation is dominated by the 3D scene with no persistent HUD elements visible in the shown screenshot, so do not let HUD graphics obscure the world view. Preserve the visible composition: third-person camera close behind the cyan player, office workers spread across the tan floor, desks and chairs between them, strong long shadows, and occasional doorway/frame geometry crossing the foreground due to the camera’s position.

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