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Robo Royale

  • 3d
  • third-person
  • shooter
  • survival
  • robots
  • arcade
  • platformer
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. Jeiicky Zaldivar built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Robo Royale yet. Play it, then tell Jeiicky Zaldivar what you would add next.

Make your own game

Robo Royale was built by Jeiicky Zaldivar 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 Robo 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.

Read the build brief for Robo Royale

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 “Robo Royale,” a browser-based 3D third-person robot shooter/survival game using a dark neon sci-fi visual style. Use a full-screen WebGL scene with a deep navy/black sky dome, subtle fog, strong soft shadows, cool blue lighting, and a high-contrast grid-textured floor. The player is a compact glowing cyan/blue robot-like capsule character with a small dark gun, viewed by a smooth over-the-shoulder follow camera. Keep a centered “+” crosshair and a minimal translucent HUD.

Begin in a lobby overlay titled “Robo Royale.” The lobby should let the player select between two modes: “Robo Royale,” described as surviving robot waves in an arena, and “Don’t Look Down,” described as platform survival over a void where missing a jump ends the run. Include controls for Royale robot count (Light 0.75x, Normal 1x, Heavy 1.4x) and enemy accuracy (Chill 0.65x, Normal 1x, Sweaty 1.35x). Include Don’t Look Down platform count as a range from 12 to 40, default 24, and moving platforms Off/On. Provide a Start button and a “Practice (no enemies)” button. Display the controls in the lobby: WASD move, Mouse aim, Click shoot, Space jump, Shift sprint, R restart. Use dark glass-like rounded panels, thin translucent borders, white text, and cyan/green accent styling.

In Royale mode, build a roughly 56-by-56 enclosed arena with a dark grid floor, low thick perimeter walls, several rectangular blue-black cover blocks at varied positions, and two tall pylons for depth. The arena should have a player start near the front side and robot enemies spawning around the outer edges. Spawn wave 1 with a base count of 6 + 2 per wave, multiplied by the selected robot-count option, capped at 22 robots per wave. When all robots are destroyed, immediately begin the next wave and show a brief wave toast. Enemies are simple blocky robots: a pale metallic rectangular torso and head, glowing green horizontal eyes, dark rectangular legs, and shadows. They roam randomly, chase the player when within 18 horizontal units, move faster while chasing, collide with arena cover and bounds, face the player, and shoot when within 22 units. Their health is 85 + 10 per wave. Enemy projectiles are small glowing red spheres, travel toward the player with configurable inaccuracy based on the selected accuracy option, and deal 10 damage; touching an enemy also deals continuous contact damage. The player’s always-available weapon fires rapid glowing mint/cyan energy bolts at about 46 speed, one every 0.12 seconds, dealing 34 damage. Bolts stop on arena cover, damage robots, and award 5 score per hit; destroying a robot awards 25 score. Give the shooting, impacts, destruction, damage, jumps, wave starts, and pickups simple synthesized arcade sound effects if audio is available.

In Don’t Look Down mode, remove the ground and create a descending spiral-like path of floating rectangular platforms over a dark void/fog plane far below. Start the player on the upper platform area around height 15, and generate the selected number of platforms, each roughly 4.8–7.2 wide and 3.8–6 deep, descending by about 2 height units while curving around a radius near 14. Add occasional thin rails as visual decoration. If moving platforms are enabled, make platforms drift gently in x and z with sinusoidal motion. Place glowing gold/yellow faceted core pickups on some platforms; they rotate and bob, and collecting one awards 50 score and displays a “+50 core” toast. Score in this mode increases gently with time survived at 2 points per second, while pickups add to it. There are no enemies in this mode and shots simply time out or fall away without meaningful combat. Falling below the void threshold ends the run with the message “Don’t look down.”

Use WASD for camera-relative movement, mouse movement for yaw and pitch while the pointer is locked, left mouse hold to fire, Space to jump, and either Shift key to sprint. Clamp pitch to a moderate up/down range. Use gravity and a clear jump arc; in Royale the player stays within the arena and collides with cover, while in Don’t Look Down landing is only possible on platforms and falling below the void kills the player. Pressing R restarts the current run. Clicking the canvas locks the pointer; Esc unlocks it and shows a pause panel. Before pointer lock, show a “Ready” panel saying to click the game to lock the mouse; when unlocked during play, show “Paused / Click the game to resume.” On death, show a centered panel such as “You got scrapped” for zero HP or “Don’t look down,” with restart instructions.

The in-game HUD should have a top-left rounded translucent pill labeled HP, with a horizontal gradient bar from green to cyan and numeric HP starting at 100/100. Put SCORE and WAVE pills in the top-right; show the current wave number in Royale, and “P” during Royale practice mode or an em dash in Don’t Look Down. Keep the crosshair centered. Practice mode starts Royale with no enemies and wave indicator P. Use a clean, restrained sci-fi arcade presentation: dark navy background, blue-black geometry, cyan/mint player and bolts, pale metallic robots with green eyes, red enemy shots, gold pickups, fog, and soft shadows. Do not add building, loot rarity, storm-circle, multiplayer, or other unimplemented systems.

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