Skip to content

Arcade › Jombi Royale

Jombi Royale

  • 3d
  • platformer
  • mobile
  • arcade
  • collectathon
  • neon
  • third-person
0
Remix it Discord

7 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Madhu Kumar built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Jombi Royale yet. Play it, then tell Madhu Kumar what you would add next.

Make your own game

Jombi Royale was built by Madhu Kumar 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 Jombi 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.

Read the build brief for Jombi Royale

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-friendly 3D third-person platformer called “Rakshi 3D” in Three.js. The camera should follow the player from behind at about 7 units away with a 55-degree perspective view. Build a bright stylized sci-fi skyway: a cyan/blue sky background with fog, strong soft shadows, glowing materials, and colorful floating/raised path sections. Use a polished neon arcade aesthetic with deep navy translucent glass UI, cyan borders/glows, yellow score accents, and Orbitron/Space Grotesk-style typography.

The player is a small glowing blue explorer avatar moving forward/backward and sideways along a long linear course on the Z axis. Represent the player with a blue emissive spherical core surrounded by a cyan rotating ring, and also load/use a small blocky humanoid explorer character attached to it. Start the player at approximately (0, 1.1, 6). Provide a touch joystick for movement through the third-person controls and a large circular JUMP button at the bottom-right; jumping must use gravity and a jump impulse. The game should also support the underlying third-person movement controls. The player’s goal on every stage is to travel down the skyway, collect energy items, pass checkpoints, avoid hazards, and reach the glowing beacon at the far end.

Make five sequential levels, each longer than the last: level 1 “Sky Meadow” length 48, level 2 “Cloud Gardens” length 56, level 3 “Prism Harbor” length 64, level 4 “Aurora Heights” length 72, and level 5 “Core Station” length 82. Give each level a distinct colorful sky/background tint: cyan/blue, pale cloud blue, pink, lavender, and warm gold. Each course has a broad green start island and green base/path, with regularly spaced raised blue-purple platform slabs trimmed in orange/yellow. Add simple decorative scenery alongside the route: alternating stylized trees with orange trunks and faceted green crowns, occasional purple futuristic buildings with orange roofs, and small friendly light-blue box bots with glowing cyan eyes.

Populate the route procedurally according to its length. Place rotating golden torus coins alternating between the left and right side of the path, around y=1.55, awarding 10 points each. Place glowing cyan octahedral crystals, also alternating sides, awarding 25 points each. Add red/pink emissive pulse-gate hazard blocks at intervals, moving side-to-side across the path with a sine-wave motion; touching one while the player is below y=2.3 removes 20 health and displays a warning. Falling below the world should respawn the player near the latest checkpoint and also damage health. Add glowing cyan square power pads at some intervals: alternating pads grant a temporary 8-second speed boost or jump boost and award 15 points. Put two thin orange checkpoint markers along each course; reaching them updates the respawn position, shows “Checkpoint reached,” and awards 30 points. At the end, place a beacon with an orange base and tall glowing cyan crystal core; reaching it completes the level and awards 100 points.

Track score, total coins, total crystals, and health beginning at 100. The HUD must remain over the 3D scene: top-left “RAKSHI 3D”; top/right glass statistic pills showing “LEVEL 1/5”, “SCORE 0”, “COINS 0”, and “CRYSTALS 0”; a short horizontal health bar below the header with a pink-to-yellow fill; a PAUSE button at upper-right; and a temporary centered toast for events such as “+10 coin”, “+25 crystal”, “SPEED BOOST!”, “JUMP BOOST!”, “Checkpoint reached”, and “Watch the pulse gates!”. At the bottom-left show the translucent tip “Move with the touch joystick / Collect energy. Reach the beacon.” and at bottom-right show the circular yellow-outlined JUMP control.

Start with a full-screen dark translucent overlay and centered rounded navy glass card. The opening card title is “RAKSHI 3D”, followed by: “Explore bright worlds, collect power, and help the friendly bots restore the Skyway.” Include a wide cyan-to-purple gradient button labeled “START ADVENTURE” and the hint “Touch joystick to move · JUMP to leap · avoid the red pulse gates”. Starting the game hides this menu and begins subtle ambient synthesized tones. PAUSE toggles to RESUME and freezes gameplay. If health reaches zero, stop play and show a centered card titled “ENERGY LOW” with “Rakshi’s explorer suit needs a recharge.” and a “RESTART LEVEL” button. When a level is completed, show a centered card titled “LEVEL X COMPLETE”; for levels 1–4 say “New skyway unlocked — keep exploring.” with “NEXT LEVEL”, and after level 5 say “You restored the whole Skyway network!” with “PLAY AGAIN”. Preserve the colorful emissive geometry, simple blocky scenery, fog, lighting, shadows, rotating collectibles, and responsive touch-first presentation throughout.

More free browser games

Browse the whole Arcade →