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Arcade › Rebellion Gate
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Liam Schuldes built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Rebellion Gate yet. Play it, then tell Liam Schuldes what you would add next.
Rebellion Gate was built by Liam Schuldes 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 Rebellion Gate 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 mobile-friendly 3D real-time-strategy tutorial mission titled “Rebellion Gate,” using an elevated third-person/isometric perspective over a compact battlefield. Use a dark blue-gray sky/background, soft fog-free visibility, directional sunlight, shadows, and stylized low-poly/toon-like 3D assets. The map is a roughly 64x64 green-brown terrain plane with a central dark gray north-south road, short yellow dashed center stripes, and a Union forward base at the far/northern end around z=-10. The base consists of a gray rectangular command core with a small red beacon on top, a large fantasy-style closed gate model in front, two cylindrical gate towers flanking it, and eight supply crates arranged behind/around the core. Place 16 blue Rebel riflemen in a 4-by-4 formation on the southern end of the road. Also place two Union guards immediately in front of the gate; these guards exist for the opening cutscene and are killed there. Start with an opening cutscene phase. Show a large translucent dark briefing panel with rounded corners and blue outline over the battlefield. The text should introduce “Mission 01 — Break the Gate,” explain that the Rebellion has spotted a Great Union gate outpost, and instruct the player to watch the opening strike, select all 16 riflemen, then order the squad to destroy the base. Display a prominent “Skip Cutscene” button. During the cutscene, use a closer cinematic camera that moves from a side/near view of the gate toward the elevated battlefield view. The first four Rebel riflemen play a shooting animation and emit brief yellow tracer shots toward the two Union gate guards, with shot audio; after several seconds the guards play a death animation and disappear/become dead. After roughly 6.5 seconds, or immediately when Skip Cutscene is pressed, transition to the playable mission. In the mission HUD, keep the 3D view visible beneath a dark translucent interface. Show the objective text at the top-left, a large BASE HP readout at the top-right starting at 100%, and a minimap in a corner showing the full terrain, the central road, the red Union base, green Rebel units, cyan selected units, and a white camera-view rectangle. At the bottom provide large touch-friendly buttons: a blue “Select 16” button and a red/orange “Attack Base” button. Include a “Pan Cam” toggle and a small contextual hint. The mission objective initially says to box-select riflemen, then tap the ground to move. Disable the mission controls during the cutscene, then enable them after the transition. Implement selection in two ways: pressing Select 16 selects all 16 Rebel riflemen instantly, or dragging a rectangle over the battlefield selects riflemen whose projected 3D positions fall inside the screen rectangle. Selected soldiers receive cyan/blue glowing ring markers on the ground, and the HUD updates to show the number selected. A simple tap on the battlefield while one or more soldiers are selected raycasts to the ground and issues a move order. Move the selected soldiers toward the tapped point in a compact square/formation, using their running animation and rotating them toward travel; clamp destinations to the playable battlefield. Show a temporary green rotating ground marker/flag at the move destination. Soldiers return to idle when they arrive. Tapping another ground position can issue another move order. The Attack Base button is enabled only when soldiers are selected. When pressed, enter an attack phase: disable selection/attack controls as appropriate, display an order message, and show a pulsing yellow-orange attack arrow along the road pointing toward the Union base. Send the selected soldiers in a 4-column formation to firing positions near the front of the base (around z=-4.5), using running animation; once in range, make them face the base and play a shooting animation. Repeated rifle volleys create short-lived yellow tracer beams aimed at the base, play light shot sounds, reduce BASE HP from 100 toward 0, and intermittently create small orange/red/black particle explosions around the base. Damage should be applied in pulses, with a squad of 16 taking roughly several seconds to destroy the base. There are no active enemy turrets or rifleman health systems: the base is the sole attack target after the guards’ cutscene deaths. When BASE HP reaches 0, show larger explosion particles and a victory modal/message stating that the forward base is destroyed, play a heavier explosion sound, hide/remove the Union base and attack arrow, stop the attack, clear selection rings, and put the Rebel riflemen into a victory animation. Provide a large “Replay Mission” control that resets the base HP to 100, respawns the base actors and guards, restores the 16 Rebel riflemen, and restarts the opening cutscene. Support desktop and mobile input: pointer drag selection and taps on the battlefield, large pointer-safe buttons, WASD or arrow keys to pan the RTS camera, and a Pan Cam toggle that changes battlefield dragging from selection/move input into camera panning. Keep the entire battlefield visible with no fog-of-war; the minimap always represents the whole map. Use an elevated perspective camera with a target that can pan over a bounded area, and smoothly update unit animations, tracers, explosions, selection markers, minimap, and HUD every frame. The game should be a single playable Mission 01 slice, not a multi-mission campaign.