Arcade › Rat Rumble
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Karter williams built it with Cinevva, so it works on a phone or a tablet too.
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Rat Rumble was built by Karter williams 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 Rat Rumble 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.
Rebuild a browser-playable 3D top-down arena brawler titled “Rat Rumble.” Use Three.js-style low-poly 3D rendering with a dark navy circular arena floor, subtle square grid, thin glowing/dim boundary ring, soft shadows, and a slightly tilted perspective camera that follows the player from above and behind. The arena radius is about 12 world units and the player and all enemies must remain inside its circular boundary. Use a dark blue background and cool blue-white lighting, with a bright rim light so the rats stand out. The player is a stylized low-poly rat assembled from simple primitives: a horizontal capsule body, spherical head, small dark cone snout, two pink spherical ears, and a thin pink cylindrical tail, plus a soft circular shadow beneath. The player can choose a persistent skin color from a top-right “Pick your rat” panel with Blue (light blue), Gray (pale gray), and Red (red/pink) buttons; save the selected choice locally and allow changing it at any time. Enemies use the same rat model but begin tan/brown and change colors at progression milestones: purple from wave 50, mint/teal from wave 100, gold from wave 200, coral/red from wave 300, and deep red on the final wave. Core goal and loop: control one rat, defeat all chasing enemy rats in each wave, and advance automatically to the next wave. The run has 400 waves; wave 400 is a deliberately extreme final wave. Start each wave with a banner such as “WAVE 1,” and show “WAVE 400 — FINAL” on the last one. Enemies spawn around the outer portion of the circular arena, chase the player with simple steering/inertia, face toward the player, stop just before biting range, and attack when close. Wave difficulty scales steadily: roughly 5 enemies and 30 HP each early, increasing to a capped group of roughly 22 enemies with up to around 420 HP, increasing speed, damage, and bite frequency; wave 400 has 26 enemies, 650 HP each, high speed, 34 damage, and rapid attacks. Controls: WASD moves the player; movement is responsive with snappy acceleration/deceleration. Arrow keys independently aim/face the rat, while movement direction is used as the fallback facing direction when no aim input is held. Space performs a short forward bite melee attack. The bite has about a 0.28-second cooldown, reaches about 1.15 units, and hits enemies in a roughly 95-degree forward cone for 16 damage. A successful hit briefly flashes the enemy white, stuns it for about 0.14 seconds, applies small knockback, shows a floating white “16” damage popup, and plays a short hit sound. Shift performs a quick forward dash lasting about 0.12 seconds with a roughly 0.9-second cooldown; dash direction follows the current facing direction. Support standard gamepads: left stick movement, right stick aiming, A/Cross or X bite, B/Circle dash, and Start restart when paused or after match end. Enemies bite when within about 1.05 units and facing the player in a forward cone. Enemy attacks deal wave-scaled damage, briefly flash the player white, show a red floating damage number, apply knockback, and grant the player about 0.28 seconds of invulnerability to prevent instant repeated damage. The player starts each round with 100/100 HP. When HP reaches zero, stop the player and end the round as a loss. Defeating an enemy gives 10 score and plays a short descending defeat sound. Display floating damage/healing popups that rise and fade. Occasionally, around an 18% chance when an enemy dies, drop a small low-poly cheese pickup, with no more than three active pickups. Model cheese as a yellow/gold block with a raised top/rind, several small holes, and a ground shadow. It should bob and rotate. When the living player touches it, heal 25 HP up to the 100 HP maximum, remove the cheese, show a green “+25” popup and a “+25 HP” banner, and play a short rising heal sound. Implement best-of-three match rules: the HUD shows Match as “0-0”; clearing all 400 waves wins the round, and dying loses the round. Show “ROUND WIN” or “ROUND LOST,” increment the appropriate side, and after a short 1.2-second transition reset the arena to wave 1 with full health while keeping the score. The first side to two round wins ends the match with “PLAYER WINS MATCH — Press R” or “ENEMIES WIN MATCH — Press R.” Press R restarts the entire match, resetting round wins, score, wave, player state, enemies, pickups, and popups. Esc toggles pause/resume and displays a centered translucent PAUSED card with Resume and Restart Match buttons; pause also pauses the looping music. HUD style: overlay translucent dark navy glass panels with thin blue borders, rounded corners, pale bold text, and subtle shadows. At top-left show an HP label and a long horizontal health bar with a green-to-cyan gradient, plus a second row of pills for Wave, Score, Match, and Audio status. At top-right show the rat skin selector. At bottom-left show compact help text: “Keyboard: WASD move • Arrows face • Space bite • Shift dash • R restart,” “Gamepad: Left stick move • Right stick aim • A/X bite • B/O dash • Start restart,” and “M mute/unmute music+sfx,” followed by “Click or press any key once to enable audio.” Audio starts after the first click/key interaction. Include a mute toggle on M and show Audio OFF before initialization, ON after audio starts, or MUTED when muted. Use simple synthesized audio: looping low-volume synth bass and chord music at about 118 BPM; bite click, low hit thud, descending defeat blip, rising wave-start arpeggio, and rising heal blip. Music must stop while paused. Keep the overall presentation clean and minimal: dark arena, geometric low-poly rats, responsive melee combat, clear banners, health bar, score progression, and no invented weapons, ranged attacks, platforms, or additional environments.