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Roll Rumble

  • 3d
  • arena-fighter
  • brawler
  • local-multiplayer
  • cpu-fighting
  • food
  • arcade
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. Karter Williams built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Roll Rumble yet. Play it, then tell Karter Williams what you would add next.

Make your own game

Roll Rumble was built by Karter Williams 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 Roll 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.

Read the build brief for Roll Rumble

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 arena fighting game titled “Roll Rumble.” Use a Three.js-style perspective camera looking diagonally down at a wide, flat circular bakery arena. The arena is a dark warm brown disk about 9 units in radius, with a slightly lighter thick ring around its outer edge, surrounded by black/dark brown foggy space. Use warm bakery lighting: soft cream ambient light, a brighter warm directional key light from above/front casting soft shadows, and a dim peach rim light. Keep the camera mostly side-on to the action along the X axis, elevated around y=6.2 and pulled back around z=10.8; have it smoothly track the midpoint between the two fighters and pull back slightly when they spread apart.

The two playable combatants are cute stylized cinnamon rolls made from stacked low-poly cylinders. Each has a thick cinnamon-colored cylindrical body with diagonal dark brown baked stripe texture and subtle speckles, a short off-white frosting cylinder cap on top with faint pale swirls, and roughly ten small sprinkle-like capsule nubs on the frosting. Add two tiny dark face eyes on the front and a small colored spherical “glove” nub projecting from the front to show facing direction. Player 1 uses blue accents/sprinkles and Player 2/CPU uses pink accents. Give the rolls soft shadows and a slightly cartoonish, readable appearance. They start at x=-3.2 and x=+3.2 on the ground, face one another, and can move only horizontally across the arena, clamped around x=-7.6 to +7.6. Prevent their cylindrical bodies from overlapping.

This is a simple one-round brawler. Both fighters start with 100 HP. The goal is to reduce the opponent to zero health. Show a fixed HUD in the upper-left with two labeled horizontal health bars: P1 with a green fill and CPU (or P2) with a red fill, each displaying its numeric value starting at 100. Under the bars show a compact control hint: P1 uses A/D, Space, J/K/L; P2 uses arrow keys and Numpad1/2/3; M toggles CPU/P2; R or Start resets. When a fighter reaches zero HP, stop combat and show a centered dark translucent banner near the top with exactly one of: “YOU WIN — press R”, “YOU GOT ROLLED — press R”, or “DOUBLE KO — press R”. Reset restores both health, positions, clears projectiles, and hides the banner.

P1 keyboard controls: A/D horizontal movement, Space jump, J light attack, K heavy attack, L special, R reset. P2 local keyboard controls when enabled: Left/Right movement, Up jump, Numpad1 light, Numpad2 heavy, Numpad3 special, Enter or NumpadEnter reset. Toggle between CPU mode and local P2 mode with M. Also support two standard gamepads: left stick or D-pad movement, A jump, X light, Y heavy, B special, Start reset; gamepad 1 controls P1 and gamepad 2 controls P2. On touch/coarse-pointer devices, display a translucent circular virtual joystick at bottom-left for horizontal movement and a bottom-right grid of JUMP, LIGHT, HEAVY, SPECIAL, and a full-width RESET button. Make touch buttons trigger their actions and make the joystick knob follow the drag horizontally.

Movement should have acceleration, strong grounded friction and weaker air friction. Each roll has a jump impulse around 7.2 with gravity around 18, and horizontal speed around 6.2. Allow blocking while grounded: P1 holds S (also Down/trigger/touch is not required for block), P2 holds Down or Numpad0, gamepad triggers block. A block reduces incoming damage to about 35%, reduces knockback, and prevents the heavy stun effect. The CPU should use blocking rarely.

Implement attacks as short timed actions with cooldowns and a single active hit window near the end. Light attacks have about a 0.28-second animation, 0.22-second cooldown, 1.25-unit forward range, 10 damage, and about 3.6 knockback. Heavy attacks use the same short attack timing, about 0.55-second cooldown, 1.4-unit forward range, 25 damage, and about 6.2 knockback; an unblocked heavy briefly stuns the victim. Only hit an opponent if they are alive, within range, and roughly in front of the attacker. Apply upward knockback as well as horizontal knockback. Give the attacking roll a brief squash/stretch visual when starting an attack and ease it back to normal.

The special has a roughly 1.25-second cooldown. On use, spawn a slow-looking white frosting blob projectile in front of the firing roll at about y=0.45; it travels horizontally in the roll’s facing direction at speed 10, lasts about 1.6 seconds, has a small spherical shape, and deals 20 damage with knockback on contact. Destroy it on impact or when it travels outside the arena. Use collision distance around 0.78 against the opponent.

In CPU mode, have the pink opponent continuously move toward P1 until close, face P1, occasionally jump when farther away, attack when within about 1.55 units, alternating a randomized light/heavy choice biased toward light, occasionally fire the special when more than about 2.2 units away, and occasionally block when close. Keep the CPU decision interval roughly 0.25–0.60 seconds. In local multiplayer mode, disable AI and let the second keyboard/gamepad player control the pink roll.

Add simple synthesized audio after the first user interaction using Tone.js or an equivalent Web Audio synth: short triangle-wave tones for jump, light, heavy, and special actions, plus a brief pink-noise hit sound. Keep the visual presentation uncluttered: full-screen canvas, dark radial page background, white HUD text with subtle shadow, rounded health bars, and a translucent rounded end-state banner. Support responsive resizing and a perspective camera, with soft shadows, warm materials, and no extra menus or invented power-ups.

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