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Arcade › Rift Rumble
Click the game above and it runs right here in your browser. No download, no installer, no account needed. eli 67 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Rift Rumble yet. Play it, then tell eli 67 what you would add next.
Rift Rumble was built by eli 67 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 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.
Create a lightweight 3D third-person mini battle-royale game titled “Rift Rumble.” The player spawns as a small stylized capsule-bodied character with a spherical head and dark visor on a circular low-poly grass island surrounded by a blue water ring. Use a dark navy/black atmospheric background with fog, soft shadows, simple directional and hemisphere lighting, and clean chunky geometry. The island is about 44 units in radius, with a darker raised rim, several brightly colored simple box buildings, two blocky ramps, and scattered faceted gray rocks. Place 18 floating, slowly bobbing and spinning faceted pickups around the island: green glowing crystals for ammo and blue glowing crystals for shield. Populate the island with six AI bots, each a capsule character with a different vivid body color and a floating dark translucent rounded nameplate: Court Legend (yellow), Rapper Flame (pink/red), Dogfather (lime), Toronto Star (blue), Loop Ranger (purple), and Neon Raider (magenta). The player is cyan and labeled “You.” Characters have 100 HP; the player starts with 25 shield and bots start with 50 shield. The goal is to eliminate all bots and be the last one standing. Bots wander, chase the player, strafe at closer range, shoot automatically when within roughly 28 units and line of sight, and try to move back toward the storm center when outside the safe zone. Buildings and ramps block shots and push characters out on collision. Use a fixed over-the-shoulder/orbit-style camera following the player, with mouse-controlled facing while pointer lock is active. Show a small circular white crosshair in the center. Controls: WASD move relative to facing, mouse movement aims/turns while pointer-locked, left click fires a hitscan weapon, Space jumps, Shift sprints, R reloads, P toggles pointer lock. The player has a 30-round magazine and reserve ammo, begins with 30 loaded and 30 reserve, fires hitscan shots up to 60 units, deals 18 damage to the player’s target, and shows brief white hit sparks. Reload takes about 0.75 seconds and refills the magazine from reserve. Collecting green ammo adds 20 reserve ammo up to 240; collecting blue shield adds 20 shield up to 100. Add simple synthesized shooting, hit, reload, jump, pickup, and elimination sounds after the first user interaction. Implement a storm/safe-zone system. Begin with a circular safe zone of radius 40 centered on the island; over successive phases it shrinks toward 32, 24, 16, 10, and finally 6 units, with phase durations of about 30, 35, 40, 45, and 50 seconds. At phase transitions, shift the storm center randomly a few units. Render the safe-zone/storm area as a faint translucent purple disk and a brighter purple ring on the ground. Characters outside the current radius take continuous damage (12 HP per second for the player, 10 HP per second for bots). Display whether the player is outside and how far, or inside with remaining margin, plus a countdown until the next shrink phase. Build a readable glassy dark HUD matching the visual reference: top-left/top bar status message, top-right alive count and elapsed time, and a lower-left stack of rounded panels for HP, Shield, Ammo, Storm, and Elims. HP and Shield should be horizontal bars with HP using a green-to-cyan gradient and Shield using blue-to-purple; show numeric values, ammo as magazine/reserve, storm state and next timer, and eliminations. Put a centered instruction/message panel near the top explaining that the player is in a small island arena and must stay inside the storm and clean up. Add bottom-right Restart and Screenshot buttons; Restart reloads the game and Screenshot downloads a PNG of the rendered canvas. When eliminated, hide the player and show a game-over message; when all bots are eliminated while the player is alive, show a victory message. Keep the art original, stylized, low-poly, and asset-free rather than using branded or realistic character models.