Arcade › Pocket Roulette
Click the game above and it runs right here in your browser. No download, no installer, no account needed. ricardo.velezna built it with Cinevva, so it works on a phone or a tablet too.
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Pocket Roulette was built by ricardo.velezna 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 Pocket Roulette 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 mobile-first browser game titled “Pocket Roulette,” a suspenseful, nonviolent monster-collector capsule game built as a Three.js 3D scene with a dark futuristic arena and a glassmorphism HUD overlaid on top. Core gameplay: each encounter has exactly three glowing capsules, with their roles randomly shuffled: one safe “ALLY +” capsule containing a friendly monster, one “RARE +” jackpot capsule, and one “FAINT” trap capsule. The player chooses one capsule by tapping/clicking its 3D model, using one of three large bottom buttons (Open Left, Open Middle, Open Right), or pressing keyboard keys 1, 2, or 3. Space makes a random pick. Do not reveal the roles before the player picks. Only one pick can be active at a time; briefly lock input during a successful reveal animation. Scoring and rules: track Trainer Bank, Catch Streak, Encounter, and Best Lock-In in the HUD. Start with bank 0, pot/catch streak 0, encounter 1, and best lock-in 0. On a safe ally pull, add 10 + (encounter - 1) * 4 to the current streak/pot, show a friendly green message such as “A friendly monster joined. Streak +X. Lock the team or risk another pull,” animate the chosen capsule, then after about 1.2 seconds shuffle the roles and allow another encounter. On a rare pull, set the pot to max(20, pot * 2 + 20), show a gold rare-pull message, animate it, then after about 1.35 seconds shuffle roles and allow another pick. On a trap/bad pull, set the pot to zero, mark the run game over, and show a red message saying the squad fainted and the player lost the current amount; require New Run to continue. The player may press Lock Team / C at any time after a successful reveal is unlocked and while the pot is greater than zero: transfer the pot into the bank, update Best Lock-In to the maximum pot ever locked, reset the pot to zero, and immediately begin the next encounter with a gold lock-in message. New Run / R resets bank, pot, best lock-in, and game-over state, starts a fresh encounter, and reshuffles the three hidden roles. A safe or rare reveal itself does not automatically bank winnings. 3D presentation: use a perspective camera positioned around (0, 5.2, 10.5), looking toward the center of the arena, with subtle slow camera sway. Use a deep navy background (#0d1830) with fog and a large dark-blue cylindrical/octagonal arena floor/pedestal, a rotating metallic inner torus ring, soft shadows, a cool hemisphere light and warm directional light, and a sparse field of tiny blue/cyan stars floating behind the play area. Arrange three capsule stations horizontally at x approximately -4.2, 0, and 4.2. Each station consists of a broad blue-gray metallic cylindrical pedestal, a thin glowing circular pad, and a capsule hovering above it around y=2.15. Capsules should be rounded white/light orb bodies with a blue upper cap, a dark metallic band around the middle, a small front button, and a thin rotating metallic ring around them. Add a floating billboard label above each station reading CAPSULE 1, CAPSULE 2, or CAPSULE 3. Animation and reveal effects: all capsules gently bob and slowly rotate continuously, with pulsing glow pads and rotating rings. Capsule colors and glow states should reflect their hidden role subtly: safe uses bright mint/green (#78f2a1), jackpot uses warm gold (#ffd45b), and trap uses coral/red (#ff667e), while still retaining the capsule form. When opened, enlarge/pulse the selected capsule and pedestal slightly, intensify its glow, and emit a burst of about 18 colored particles that arc outward and fall under gravity. Keep the art original and generic: cute/suspenseful monster-collector battle-vibe, no official Pokémon or other copyrighted assets, and no gore. HUD and layout: make the 3D canvas fill the viewport and place a fixed, centered HUD above it. At the top, show a translucent dark panel with rounded corners, subtle border, blur, and shadow. Display the title “Pocket Roulette” in bold white, with subtitle “Tap a capsule — one helps your streak, one is a rare pull, one wipes the run.” Under it show four stat cards: Trainer Bank, Catch Streak, Encounter, Best Lock-In. On narrow/mobile screens use a 2x2 stat grid; on wider screens use four columns. Near the bottom center, show a translucent message card with centered bold status text; color status text green for ally, gold for rare/lock-in, red for faint, and white for neutral. Under it provide three equal large touch buttons for Open Left, Open Middle, and Open Right, then two action buttons: cyan/blue Lock Team and subdued New Run. Disable capsule buttons while a reveal is animating or after game over, change the picked button label to Opened during the reveal, and disable Lock Team when there is no pot or while input is locked. Include a small hint: “You can tap the 3D capsules too. Space = random pick, C = lock team, R = new run.” Ensure buttons have large tap targets, rounded corners, gradients, and work on touch and desktop. Maintain responsive sizing for desktop and mobile, prevent the canvas from stealing normal button taps, and preserve the clear loop: choose a hidden capsule, grow the streak, decide whether to lock the team or risk another pull, and avoid the one capsule that wipes the current run.