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Fight through retro wave-survival battles, steer with twin sticks, swap weapons, gather XP, and trigger your Ultimate when the screen starts to close in.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. It was built with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about RetrøRPG yet. Play it, then tell the creator what you would add next.
RetrøRPG was built 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 RetrøRPG 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 3D isometric twin-stick arena shooter with a retro-futuristic neon aesthetic called "RetrøRPG". **Camera & Perspective:** Fixed isometric camera positioned at roughly 45-degree angle above and behind the player, dynamically zooms out slightly as more enemies spawn (30-38 units), with screen shake on damage and explosions. Camera smoothly follows player position. **Visual Style:** Synthwave/retrowave aesthetic with vibrant neon colors. Dark purple arena floor (color 0x12002d) with glowing cyan and magenta grid lines crossing it. Purple fog atmosphere. Six tall hexagonal arcade pylons with glowing rings scattered around the arena edges. Neon holographic force field walls (magenta barriers) mark the 42x42 unit arena boundaries. CRT scanline overlay effect. Hemisphere lighting with cyan/magenta tones, directional key light, and two colored point lights (magenta and cyan) for dramatic arena illumination. **Player Avatar:** Cylindrical body (0.75 radius, 1.25 height) with cyan/white emissive material, topped with a glowing magenta spherical head. Twin weapon barrels that rotate to face aim direction. Player stands 0.65 units tall at body center. Four playable classes: Soldier (cyan, 100 HP, balanced, Overdrive Barrage ultimate), Engineer (yellow, 90 HP, 3 starting drones, Swarm Protocol ultimate), Pyromancer (orange, 85 HP, high damage, Inferno Core ultimate), Shadow (purple, 78 HP, fastest movement, high crit, Void Step ultimate). **Core Mechanic:** Twin-stick shooter - left controls move, right controls aim and shooting. Hold to continuously fire bullets in aim direction. Movement uses WASD or left virtual stick, mouse or right virtual stick aims and shoots. Bullets are glowing spheres that travel fast and impact enemies. Player can strafe freely while shooting in any direction. **Combat Systems:** Six swappable weapons drop from enemies - Plasma Pistols (cyan, basic), Shotgun Prism (white, 6-shot spread), Railgun Zero (blue electric, high damage piercing), Rocket Choir (orange, explosive area damage), Tesla Halo (cyan electric, chains to nearby enemies), Void Boomerang (magenta, ricochets off walls). Each weapon has distinct fire rate, damage multiplier, projectile speed, and visual scale. Weapons glow in their element colors. **Upgrades:** Level up by collecting green octahedral XP pickups dropped by enemies. On level up, queue an upgrade panel with 3 random choices like Chain Lightning, Vampire Bullets (health on kill), Ricochet Shots, Drone Companion (orbiting auto-firing octahedron), Mini Black Holes (orbiting orange sphere that damages nearby enemies), Nano Shield (+HP), Quantum Core (+damage), Time Warp Module (+speed/fire rate), Lucky Dice (+crit), Mutation Serum (+multishot), Phoenix Feather (revive once), Chaos Mode (+damage/-enemy speed), Gravity Well Ammo (blast radius), Style Meter Hack (combo bonus). Upgrades stack and synergize. **Ultimate System:** Charge bar fills from kills and time. When at 100% charge AND after 10+ kills since last use AND 35+ seconds elapsed, can trigger class ultimate. Space bar or "ULT" button casts. Soldier fires 28 radial shots + damages all enemies; Engineer spawns 2 drones + damages all; Pyromancer creates massive 12-unit radius explosion; Shadow teleports forward 8 units in aim direction + area blast + crit boost. Brief slow-mo effect on activation. **Enemies:** Multiple types spawn in waves - Red/pink mutant chasers (cone shaped), Blue robot chasers (cube shaped), Green shooters that fire red projectiles (maintain distance), Orange tanks (large, slow, high HP), Pink swarmers (small fast cones), Orange/yellow elites (larger, with modifiers like Explosive, Shielded, Fast, Teleporting, Toxic Aura, Vampiric, Berserk). Every 4th wave spawns Neon Hydra boss - large purple icosahedron core with 5 orbiting colored spheres that fires radial bullet patterns (9 shots in phase 1, 14 in phase 2 when below 50% HP). Elite and boss enemies have higher HP, speed, and glow more intensely. Enemy types have different behaviors - chasers pursue, shooters keep distance and fire projectiles, swarmers rush in packs, tanks soak damage. **Wave Progression:** Arena starts with wave 1, spawns 7 + wave×3 enemies. Each wave increases enemy count, HP, speed, and damage with pressure scaling. Waves announce with dimension name (Cyber City, Infinite Arcade, Digital Wasteland, Neon Graveyard, Void Realm, Frozen Laboratory, Moon Colony) and world modifier (Standard Broadcast, Double XP Glitch, Elite Surge, Low Gravity, Crowd Favorite). Every 3rd wave opens Void Merchant offering score-based purchases like weapon cache, max HP implant, or instant random upgrade. **Pickups:** Green glowing octahedrons for XP (magnet pull at 7 units), golden torus coins for score (magnet at 7 units), colored weapon boxes (magnet at 4 units) that instantly swap weapon, red heart spheres for healing. All pickups float and slowly rotate. Weapons drop from elites/bosses frequently, rarely from normal enemies. **HUD:** Top-left shows horizontal HP bar (green fill), level, score, wave number, and combo multiplier. Bottom-left shows current weapon name (abbreviated) and ultimate status (charge %, kill count, or cooldown timer). Center-top displays dimension name and world modifier. Brief toast notifications appear center-screen for events. Damage numbers fly up from enemy hit locations (white for normal, larger/brighter for crits). Red screen flash on player damage. Upgrade panel overlays grid of 3 choice buttons mid-screen when earned. "UPG" button appears bottom-right when upgrade pending. Merchant panel similar grid layout every 3rd wave. **Mobile Controls:** Left virtual stick (circular with nub) bottom-left for movement. Right virtual stick bottom-right for aim (auto-fires when moved, converts stick X/Y to isometric diagonal world directions). "ULT" button top-right as gradient cyan-to-magenta rounded rectangle, pulses when ready. "Pause" button top-left. Both sticks are translucent circles with nubs that move within bounds. **Progression Systems:** Earn Meta Shards from runs (score/600 + wave/3), persistent between runs. Track best score, best wave, total runs. Can save and resume run mid-session via localStorage. Profile line shows Meta Shards, best score, best wave, run count at title screen. Four class buttons to select before starting. **VFX & Audio:** Small colored cube particles burst from enemy deaths and impacts. Screen shake on explosions, boss attacks, heavy damage. Brief slow-motion on ultimate activation and boss death. Purple/cyan/orange particle explosions. Laser sound effect on weapon fire. Procedural synth music loop with triangle wave melody over square wave bass at 132 BPM, 8-note C minor pattern. Boss phases trigger more aggressive bullet patterns. **Difficulty Scaling:** Enemies spawn closer to player in early waves (margin shrinks from ~19 to ~11 units from edge). Wave pressure increases HP (6% per wave beyond wave 2), speed (3.5% per wave), and spawn count. Elite modifier spawn chance increases with waves up to 34%. Combo multiplier (1.0 to 9.9x) decays over time but extends on kills, affects score gained per kill. **Game Over:** Death triggers delayed restart button (1.2s lockout), shows final stats (eliminated by X, score, wave, level, kills, Meta Shards earned and total). Phoenix Feather upgrade grants one revival at 50% HP with invulnerability and area blast. Profile saves best scores and Meta Shards to localStorage. Saved runs validate stats to prevent corruption (HP, damage, fire rate, level, wave all bounds-checked).