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Arcade › Rotor Down
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Molt Creation built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Rotor Down yet. Play it, then tell Molt Creation what you would add next.
Rotor Down was built by Molt Creation 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 Rotor Down 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 playable 3D third-person browser survival game titled “Rotor Down.” The game opens on a dark, polished mobile-browser lobby screen with a centered translucent glassy card. Show the subtitle “CO-OP SURVIVAL // MOBILE BROWSER,” the large letter-spaced title “ROTOR DOWN,” and the tagline “The island is not empty.” Include a large soldier avatar preview area, a callsign input defaulting to “Rook,” a room line reading “ROOM RD7K2 · 2–6 PLAYER SQUAD,” and buttons for “Invite Friends,” “Settings,” and a prominent amber “PLAY” button. The invite button copies/displays the room code, and Settings displays a low-detail-mode message. The lobby also explains that local squad bots make the survival loop playable without a server. After PLAY, hide the lobby and deploy the player into a stylized low-poly island wilderness viewed from a smooth over-the-shoulder/third-person camera. Use a male soldier character as the player avatar, with two allied local squad bots nearby named Mako and Vale; display their names above them and have them idle/wander slightly around their starting positions. The player should be controllable with keyboard/mobile-style controls through the third-person controller: movement, camera-relative facing, jumping, and sprint support. Include prominent on-screen action buttons labeled ATTACK, INTERACT, CRAFT, PACK, JUMP, and SPRINT, suitable for mobile browsers. Build the island as a broad green circular landmass with a sandy beach ring, surrounded by blue ocean. Add a diagonal translucent blue river crossing part of the island, scattered low-poly rocks, and many stylized cube-world trees around the perimeter and jungle interior. Light the scene with warm directional daylight, soft hemisphere fill, shadows, atmospheric fog, and a muted teal/green color palette. Cycle between day and night over a 120-second period: after roughly 78 seconds, darken the sky and fog, reduce sunlight, and turn on a warm orange accent light near the wreck; return to daylight on the next cycle. Place a crashed helicopter wreck at the island’s center: a blocky dark gray-green fuselage, tail boom, rotor, and a nearby brown radio bench. Scatter interactable glowing low-poly pickup markers with floating labels around the island: three radio parts, one fuel can, a wood bundle, stone cache, fruit tree/food source, and clean water. The opening objective HUD should read “WRECK SITE // DAY 1” and “Find 3 radio parts and fuel. Repair the radio.” The player collects the nearest pickup within about 3 world units using INTERACT; hide collected objects and update inventory. Radio parts increment toward three, the fuel can completes the fuel requirement, wood adds 3 units, stone adds 3, fruit adds 2 food, and clean water adds 2 water. Add two roaming low-poly wolves/animals as threats. They wander when far away, approach the player when within about 15 units, face/follow the player, and damage health when closer than about 2.1 units on a cooldown. ATTACK hits nearby animals within about 4 units for 35 damage; wolves have 55 health and disappear when defeated. Show toast feedback such as “Spear hit!”, “Threat eliminated,” “Animal attack — move!”, “Attack ready — move closer,” “Nothing close enough,” and collection messages. CRAFT should require 2 wood and 1 stone, consume them, and show “Crafted a field spear”; otherwise show the requirement. PACK should display current food, water, wood, and stone. When all three radio parts and the fuel have been collected, allow INTERACT at the central wreck (within roughly 6 units) to repair it. Reset the collected radio/fuel counters, show “Radio repaired. Rescue signal sent.”, and change the objective to “RESCUE INBOUND — survive the final wave!” Spawn two additional wolves around the island as a final threat wave. Health starts at 100; animal attacks reduce it by 8, and reaching zero ends play with “Squad down — refresh to redeploy.” Track and continuously display HEALTH, STAMINA, HUNGER, and THIRST as compact colored progress bars with numeric values. Stamina drains while moving and recovers while idle; hunger and thirst slowly drain over time. Use green for health, yellow for stamina, orange for hunger, and blue for thirst. Use a restrained survival-game HUD over the world: top-left objective/status panel, centered pill-shaped compass showing “N NE E,” a small left chat panel reading “Squad channel ready.” with quick-message buttons “On my way,” “Need help,” and “Supplies,” a circular upper-right minimap with a centered player dot and several fixed tree dots, bottom-left stat bars, and bottom-right action buttons. Use translucent dark green panels, thin pale borders, rounded corners, subtle shadows, and responsive layouts that work on narrow mobile screens and wider desktop screens. Keep the visual style clean, atmospheric, low-poly, and grounded in the visible mechanics; this is a local-squad survival slice rather than networked multiplayer.