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Riftfall Story

  • 3d
  • first-person-shooter
  • arcade
  • sci-fi
  • arena
  • toon
  • story-mode
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. Deniz Kabakcı built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Riftfall Story yet. Play it, then tell Deniz Kabakcı what you would add next.

Make your own game

Riftfall Story was built by Deniz Kabakcı 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 Riftfall Story 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 Riftfall Story

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 browser-playable 3D first-person arena shooter called “Riftfall Story,” presented in a stylized low-poly/toon sci-fi “Skyline Frontier” outpost at night. Use a dark navy sky/background with atmospheric fog, soft warm and cool directional lighting, shadows, and a large flat dark blue-gray arena floor with a subtle cyan grid. Enclose the arena with low perimeter walls, place several waist-high colored cover blocks and crates, explosive-looking barrels, rounded trees, curved street lamps, distant rectangular skyline buildings with glowing windows, and tall corner towers with small orange lights. The camera is first-person with a centered white plus-shaped crosshair; the player avatar itself is not visible, but a modeled glowing weapon is held at the lower-right of the view and should have slight recoil and idle sway.

The player starts at approximately the front/near side of the arena and moves with WASD, sprints while holding Shift, jumps with Space, aims with the mouse, and fires with left click. Use pointer lock for mouse look and prevent Space from scrolling. The player has 100 armor, shown as a cyan/green horizontal meter at the bottom-left. Three hostile toon soldier/enemy characters spawn in the far half of the arena at positions roughly left, right, and center; they have 100 HP each, animate/idly move, turn toward the player and slowly approach when within 20 units, and damage the player by 3 armor periodically when within 5 units. The top-right HUD must show credits (starting at 120), HOSTILES (starting at 3), and ELIMS (starting at 0). Shooting uses a center-screen raycast and weapon-specific cooldown/damage: PULSE does 34 damage with a 0.24-second cooldown, ARC does 22 damage with a 0.12-second cooldown, and NOVA does 70 damage with a 0.65-second cooldown. A hit reduces enemy HP; killing one hides it, increments eliminations, and awards 25 credits. Include a brief glowing muzzle-flash/recoil response on firing.

Provide five distinct geometrically modeled glowing weapons, selectable with number keys 1–5 or clickable bottom-right HUD buttons: PULSE (balanced energy carbine), ARC (fast lightning repeater), NOVA (heavy solar cannon), GRAV-BURST (gravity coils bend the shot), and SUNFANG (ancient blade-rifle hybrid). PULSE, ARC, and NOVA are initially owned; GRAV-BURST costs 90 credits and does 48 damage with a 0.38-second cooldown; SUNFANG costs 150 credits and does 110 damage with a 0.9-second cooldown. Attempting to equip an unowned gun should leave the current weapon equipped and show a story message saying it is sealed and requires credits. The selected weapon button has a gold-highlighted active state, and switching weapons updates the story text with its name and description.

Place a friendly toon soldier NPC named Mara the Gunsmith near the player’s starting area, with a waving or idle animation. When the player is within 5 units, pressing E opens a centered modal shop panel titled “MARA’S HIDDEN ARMORY”; it should also be possible to open/close it with the visible controls. The shop lists all five weapon names, descriptions, damage values, prices, and OWNED or purchase buttons. Buying an unowned weapon deducts credits, marks it owned, equips it, refreshes the HUD/shop, and displays a Mara story message. While the shop is open, prevent the game’s firing interaction from affecting the scene.

Use a polished fixed HUD over the 3D view: top-left translucent rounded panel reading “RIFTFALL // ASHES OF THE OUTPOST” and “STORY MODE · SKYLINE FRONTIER”; top-right translucent panel with credits, hostiles, and elims; center crosshair; bottom-left armor panel and meter; bottom-right five weapon buttons labeled “1 PULSE,” “2 ARC,” “3 NOVA,” “4 GRAV,” and “5 SUN”; a centered lower story line with gold speaker label “MARA // GUNSMITH”; and a bottom hint reading “WASD MOVE · SHIFT SPRINT · SPACE JUMP · CLICK FIRE · E SHOP · 1-5 EQUIP.” Use dark translucent blue panels with cyan borders, pale blue text, gold accents, rounded corners, compact uppercase letter spacing, and responsive layout for smaller screens. Start with the story message: “The Rift took our city. Bring me three hostile cores and I will open the vault.” Keep the experience as a single playable combat arena with no invented missions, cutscenes, multiplayer, inventory systems, or extra objectives beyond defeating hostiles, collecting credits, and purchasing/equipping weapons.

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