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Roof Rumble

  • 3d
  • arena-brawler
  • local-multiplayer
  • physics
  • party-game
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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. Jerry built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Roof Rumble was built by Jerry 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 Roof 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 Roof 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 playable 3D local multiplayer/AI arena brawler called “Roof Rumble.” Use a third-person perspective camera that follows Player 1 from behind and above, with a moderately wide perspective view; let the player drag on the game canvas to orbit the camera horizontally and adjust its pitch. The setting is a square flat rooftop suspended in a dark blue nighttime environment with atmospheric fog. Build the roof as a large 16x16 dark structural slab with a slightly smaller blue-gray roof surface on top and thick very dark raised trim/lips around all four edges, so fighters can be knocked or thrown off the roof. Add simple low-poly rooftop props as solid obstacles: several blocky vents/utility boxes in muted blue-gray tones, a larger water-tank-like cube, a billboard-base-like cube, and a central antenna consisting of a thin vertical mast with a horizontal crossbar. Use soft shadows, a warm directional key light, cool ambient/rim lighting, and a dark navy background. The art style is clean, low-poly, toy-like 3D with simple geometric humanoid fighters: each fighter has a spherical head, rectangular torso, simple cylindrical/angled arms and legs, and a circular shadow beneath them. Tint the four fighters distinctly blue, red, green, and gold while retaining pale body materials blended with their team colors.

The goal is a last-fighter-standing rooftop rumble: throw every opponent off the roof. Spawn four fighters around the arena at the four corners/interior quadrants. Player 1 is BLUE and is controlled by WASD relative to the camera, with movement speed around 5.2 and a faster modifier while holding Left Shift; clamp ordinary movement within the roof. Space makes Player 1 jump when grounded, with upward impulse, gravity, and landing. Player 2 is RED and can be controlled locally with the arrow keys; Right Shift makes Player 2 jump when grounded. GREEN and GOLD are AI opponents that pursue the player, approach them, and periodically punch or grab/throw. Fighters use simple physics: gravity, horizontal knockback, damping, rotation/spin after impacts, and falling off the roof or below its bounds eliminates them. An eliminated fighter disappears and is marked out. If Player 1 falls, show a loss message; otherwise, when only one fighter remains, show that fighter’s name as the winner. Include a Play Again/restart button after the round ends.

Implement close-range combat interactions. F punches the nearest non-eliminated opponent within roughly 2.15 units, plays a punch action, and applies horizontal knockback plus an upward impulse and a short stun. Q grabs the nearest opponent within roughly 2 units using the left hand; E does the same with the right hand. A fighter can only hold one target. While grabbed, the target is positioned beside/in front of the holder and cannot move independently. Space acts as lift/drop when the player is holding someone: toggle the held opponent between a raised position and a lower/drop position; otherwise it is the jump key. R throws the currently held opponent forward in the holder’s facing direction with strong horizontal and upward velocity, spin, and a temporary stun. Punching a grabbed target releases it. The AI should use the same punch, grab, and throw behaviors. Include simple idle, walk/run, punch, pickup, receive-hit, and rolling-style visual state changes if using animated models; otherwise approximate them with basic pose changes.

Create a fixed HUD over the canvas. At top left, show a dark translucent rounded panel with the title “ROOF RUMBLE” and the subtitle “Throw everyone off the roof.” Across the top/right, show four colored scoreboard cards labeled BLUE, RED, GREEN, and GOLD, each displaying “IN” while active and “OUT” with reduced opacity after elimination. Centered near the top, show the keyboard instructions: “P1: WASD move · Space jump · F punch · Q/E grab · R throw” and “P2: arrows move · Right Shift jump/lift · . punch · ,// grab · ; throw”. At bottom right, provide large touch/click action buttons arranged in a two-column grid: “F · PUNCH,” “Q · GRAB L,” “E · GRAB R,” “R · THROW,” and a full-width “SPACE · LIFT / DROP.” Style these as colorful rounded gradient buttons matching the actions (red/pink punch, cyan/blue left grab, green right grab, orange throw, purple lift/drop), with pressed-state feedback. Put the round result text and a hidden-until-needed “PLAY AGAIN” button near the bottom center. Make the layout responsive for smaller screens while preserving the unobstructed third-person arena view.

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