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Rebellion Tabletop

  • 3d
  • rts
  • mobile
  • tabletop
  • tactical
  • puzzle
  • base-building
0
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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. Liam Schuldes built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Rebellion Tabletop yet. Play it, then tell Liam Schuldes what you would add next.

Make your own game

Rebellion Tabletop 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 Tabletop 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 Rebellion Tabletop

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 top-down real-time strategy game titled “Rebellion Tabletop,” set on a warm wood-grain tabletop. Use an angled perspective camera looking down over a rectangular raised mission board, with soft real-time shadows, glossy candy-like materials, bright colored pieces, and clean dark translucent rounded HUD panels. Rebellion units and structures are cyan/blue; Great Union enemies and structures are red/orange. Soldiers should be simple glossy 3D figures with cylindrical bodies, contrasting helmet heads, and black rifles. Buildings are chunky colored rectangular command structures with white glossy tops, health bars, and occasional antennae; turrets have black barrels. Keep the presentation tactile and tabletop-like rather than realistic.

Begin with a full-screen briefing modal over the board. It is dark navy/black with warm gold and white text, rounded corners, and two mission picker buttons: “Mission 01” and “Mission 02,” with the selected mission highlighted. The game title/briefing identifies the faction as The Rebellion — Field Cell Ash. After selecting a mission, press “Start Selected Mission.”

Implement two selectable playable missions.

Mission 01 — Break the Gate: show a dark blue planning board on the wooden table with cyan Rebel start territory on the left and red Union territory on the right, separated by a central road marked with repeated narrow metallic stripes. Place a Rebel rally marker at the far left, a Great Union Gate in the middle, a Union Forward Base farther right, and two Union turrets above and below the route. Add two concrete wall obstacles near the gate. Start with exactly sixteen cyan Rebel riflemen in a compact formation on the left and Union infantry around the gate/base. Play a short in-engine opening ambush: two Union gunners initially hold the gate, Rebel fire damages them, then they are removed and the player is prompted to break the gate. The objective is to destroy the Great Union forward base before 04:00; the gate and base health values should be visible in the HUD. Union infantry and turrets automatically attack nearby Rebel units, while the Union base periodically trains reinforcements and later sends probes toward the Rebel side. Win when the Union forward base is destroyed; lose if the timer expires.

Mission 02 — Tabletop Front: show a pale candy-colored raised puzzle board on the wooden table with a Rebel base zone on the left and Union base zone on the right. Place a cyan Rebel HQ at left, a green Command Tent/barracks nearby, a red Union Command Core at right, and two red Union turrets. In the center, create a bordered rectangular pen containing four horizontal dark grooves/bead-chain tracks at z-like rows colored blue, gold/yellow, green, and violet/purple. Each track has glossy spherical beads that remain dim when blocked and flow horizontally across the groove when opened. Add several draggable glossy 3D Tetris-like candy brick clusters: blue, yellow, green, purple clusters associated with the four lanes, plus a red square cluster that is not assigned to a lane. The player must drag the colored clusters out of the central portions of their matching tracks to open lanes. Show the objective as opening 0/4 tracks and destroying the Union core before 05:00. Opening lanes increases the resource income and makes the bead chains visibly flow.

In Mission 02, start with sixteen Rebel riflemen, 
60, and a power display of 4/12. Resources should be shown in the upper-right HUD as money, power usage/capacity, and elapsed time versus the mission limit. Money increases over time, with additional income from built extractors and open lanes. Provide bottom command buttons: “Select 16,” “Attack Base,” “Extractor,” “Generator,” and “Train Rifle.” Extractors cost
20, consume 2 power, and generate income; generators cost
00 and add 8 power. Buildings may only be placed near the Rebel HQ and on the Rebel side, not beyond the x=70 boundary; show a green/red translucent placement ghost. Training a rifleman at the Command Tent costs $45 and requires available power. The Union base periodically trains additional infantry, and its turrets and infantry attack nearby Rebels. Core controls: tap a Rebel unit to select or toggle it; drag on empty board space to box-select multiple units; tap empty ground to move selected riflemen in a loose formation; tap a red Union infantry unit, turret, gate, or base to attack it. A selected unit gets a bright yellow selection ring. Tapping a build button enters placement mode, then tapping valid board space places the building. In Mission 02, directly drag a candy-brick cluster with pointer or touch input, snapping it to a small grid on release. Include a “🌀 Help” booster button that, in Mission 02, shifts jammed lane-assigned brick clusters away from their tracks; include two visibly locked booster buttons labeled “Lv 2 🔒” and “Lv 4 🔒” that do nothing. The fixed HUD should include a top-left dark translucent status panel with the current mission title and objective; an upper-right resource/timer panel; and a bottom control area with a selection/instruction message, command buttons, and booster row. Display health bars over soldiers and buildings, bright tracer projectiles during combat, and colorful sparkle particle bursts when units or structures are destroyed or when a lane opens. Use a 3D orthographic-like angled RTS view with the full board visible, responsive mobile sizing, large touch-friendly controls, and a dark navy briefing/result overlay. On victory, show a modal: Mission 01 uses “Victory — Gate Broken,” while Mission 02 uses “Victory — Base Destroyed.” On defeat, show a “Defeat” modal explaining that time expired. Provide replay functionality that returns to the selected mission briefing/setup.

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