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Arcade › Rift Royale
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Tynaquia Haywood built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Rift Royale yet. Play it, then tell Tynaquia Haywood what you would add next.
Rift Royale was built by Tynaquia Haywood 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 Rift 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.
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 playable browser 3D third-person battle-royale prototype titled “Rift Royale.” Use Three.js or an equivalent real-time 3D engine with no build step, and make the game run immediately in a dark neon comic/anime presentation. The opening screen is a full-screen customization panel over a dimly visible game scene: near-black purple background with cyan, magenta, and yellow glow, bold comic lettering with cyan/magenta offset shadows, and the heading “Build Your Anime Fighter.” Include the subtitle “Original anime battle royale in a multiverse city — inspired by comic-book city energy, not a movie copy.” Provide controls for skin tone (tan, pale, mixed, light brown skin, dark skin), hair root color, hair fade color, hair style (messy fluffy bangs, dreads, clean fade, long anime hair, soft hair hiding eyes), tattoos (none, star sleeve, ink stripes, rift marks), camera sensitivity slider from 0.8 to 5 with a visible numeric readout, power gun choice (blink pistol, burst pistol, shock pistol), and element (flame, water, flying, storm). A large gradient “Drop Into City” button starts the match. The customization settings must visibly affect the player’s anime fighter: a stylized low-poly humanoid with large eyes, colored two-tone hair, a colorful outfit, an elemental glowing chest crest and aura ring, optional tattoo marks, and a small pickaxe or held gun. After starting, place the player in a bounded 92-by-92 stylized city arena viewed from an over-the-shoulder/third-person camera. The camera orbits with mouse drag or pointer lock, has adjustable sensitivity, and follows the fighter smoothly. Build the map from dark toon-shaded asphalt roads with bright yellow lane stripes, lavender sidewalks, a green 18-by-18 central park, colorful blocky comic towers around the perimeter, trees, streetlights, and several yellow taxis. Use dramatic white key lighting, pink/purple ambient lighting, cyan rim light, purple fog, and neon accents. The arena boundary should constrain all combatants to approximately x/z -44 to 44. Place 12 glowing weapon crates around the city: ordinary crates with yellow glow rings and a few larger legendary crates with magenta/gold glow. Crates are opened when close and pressing E or the on-screen OPEN button; opening one removes it, grants its weapon, adds build materials, and creates a colorful burst. Ordinary crate contents are drawn from Blink Gun, Pistol, Uzi, and AK; legendary crates can contain Minigun, AK, Uzi, or Blink Gun. The match begins with the player and exactly eight anime bot opponents. Display bots as distinct fighters with different skin tones, hair colors/styles, tattoos, outfit colors, and elements. Bots begin with basic Pistols rather than powerful weapons, navigate toward crates, loot better guns, select targets among both the player and other bots, pursue and attack targets, shoot only when close enough and they have line of sight, and occasionally place cover while fighting. Bots with the flight element hover above the ground. Continue the battle until the player is eliminated or all eight bots are eliminated. During the five-second opening period, prevent damage to the player. On player elimination show a centered “Knocked Out” card; when the player is the final survivor show “Victory Rift!” Include statistics for eliminations and boxes opened and a “Drop Again” button. Implement combat with a player health and shield system, bot health/shields, colorful projectile spheres, elemental impact bursts, and floating hit feedback represented by bright particle effects. The player starts with 110 HP, 50 shield, 10 build materials, and a Pickaxe. The Pickaxe is a short-range melee attack with 28 damage. Opening crates changes the held weapon. Weapon behavior should be distinct: Pistol (moderate, slower shots, 16 damage), Uzi (rapid shots, 10 damage), AK (slower accurate shots, 23 damage), Minigun (very rapid spread shots, 8 damage), and Blink Gun (14 damage). Use the chosen element to tint projectiles and effects: flame adds extra damage, water slightly slows targets, storm can strip extra shield, and flight provides hovering/boost movement. The selected blink power or Blink Gun enables Q/BLINK teleportation forward by about 9.5 units, with no player recharge timer. The selected burst and shock options should remain meaningful as the selected power configuration, with shock affecting projectile presentation/size as in the prototype. Allow building temporary cover blocks in front of the player or bots using F or BUILD. Each build consumes one material, has a short placement cooldown, is snapped to a grid, blocks movement and line of sight, has its own health, and uses translucent purple-blue material for the player or translucent magenta material for bots. Crates restore a few materials, capped at 14. Movement is camera-relative: WASD or arrow keys move, Shift/BOOST runs faster, and Space allows hovering/flight only when the flight element is selected. Clicking or FIRE shoots continuously subject to weapon cooldown; with the Pickaxe it swings instead. Q/BLINK teleports if blink is available. E/OPEN loots the nearest crate. Create a persistent in-game HUD with a comic “RIFT ROYALE” logo at top left and dark translucent rectangular status pills showing HP, Shield, Bots remaining, Weapon, and Builds. Put a bright cyan/yellow crosshair at screen center. Show a right-side scrolling combat/event feed with messages such as crate loot and eliminations. At the bottom, show a control hint: “WASD move · drag/right stick look · click Shoot · E open crates · F build block · Shift boost · Q blink · Space fly if selected.” For touch devices, replace keyboard/mouse-only interaction with a virtual movement stick at lower left and rectangular BOOST, BLINK, OPEN, BUILD, and large FIRE buttons at lower right. Keep the interface responsive, with the customization form collapsing to one column on narrow screens. Preserve the neon comic-book color language throughout, using cyan, hot pink, electric yellow, purple, and deep navy/black, with toon materials, glow rings, dramatic shadows, fog, particle bursts, and simple stylized geometry/assets rather than recognizable copyrighted characters or movie locations.