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Arcade › Royal Race
Click the game above and it runs right here in your browser. No download, no installer, no account needed. RGR AKASH built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Royal Race yet. Play it, then tell RGR AKASH what you would add next.
Royal Race was built by RGR AKASH 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 Royal Race 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 responsive browser game titled "Royal Race", a four-player Ludo-style race played on a square 14x14 board. Use a dark navy page background with a subtle radial gradient, centered layout, rounded board container with a drop shadow, and a clean system sans-serif UI. At the top show the title "Royal Race", subtitle "A four-player Ludo-style race", and a small pill saying "You: Ruby". Below it show a wrapping HUD of four dark pills, one for each player, with their colored border, label ("You Ruby", "CPU Sapphire", "CPU Emerald", "CPU Gold"), tokens brought home as a count out of 4, and a turn indicator arrow on the current player.
The board is a pastel Ludo-like square rendered on a canvas with rounded outer corners. Fill the base warm cream (#f2ead7). Put four 6/14-sized colored home quadrants in the corners: Ruby top-left in soft coral pink, Sapphire top-right in pale blue, Emerald bottom-right in mint green, and Gold bottom-left in pale yellow. In each home quadrant, place a slightly darker translucent circular area around the token starting positions, with the player name above it. Each home contains four numbered circular tokens arranged as a 2x2 grid, numbered 1, 2, 3, and 4. Tokens use the player's bright color fill, darker outline, and dark number text.
Build a continuous cream track of 52 circular cells around the central cross/ring. The path follows these grid coordinates in order: begin across the horizontal row y=6 from x=1 through x=13, then upward along x=13 to y=0, then left along y=0 to x=7, then down x=7 to y=6, then left along y=6 to x=1, then down x=1 to y=12, then right along y=12 to x=7, then up x=7 to y=6; use 52 distinct cells. Render each cell as an off-white circle with a light tan outline. The center should have a large very pale cream diamond/arrow-like shape behind the path, with points roughly at 38%, 50%, 62%, and 50% of the board dimensions. There are no dice graphics or other decorative game pieces beyond this board, tokens, labels, and cells.
Game rules and interaction: Ruby is the human player and starts with four tokens in its top-left home. Sapphire, Emerald, and Gold are computer-controlled opponents. Each player has four token progress values: -1 means in home, 0 through 51 means on the shared ring, and 52 through 56 represents the final home stretch/arrival; visually, once a token reaches progress 52 or more, place it in the player's home-center finishing area in a compact 2x2 arrangement. On the player's turn, clicking the gold "Roll dice" button (also allow the Space key) randomly rolls 1–6. After rolling, any Ruby token that can move should visibly glow with a white outer ring. The player taps a glowing token on the board to move it. A token in home can only enter the track when the roll is 6; an active token advances by the die result; do not allow progress beyond 56. If there are no legal Ruby moves, show a status such as "You rolled N. No move — pass turn." and automatically pass after a short delay.
Turns rotate Ruby, Sapphire, Emerald, Gold. Display status text centered below the board: initially "Roll the dice to start", on the human turn "Your turn — roll the dice", after rolling "You rolled N. Tap a glowing token." (or the no-move message), and while a computer is acting show that player is thinking or has rolled. CPU players roll automatically after a brief delay, choose a legal token automatically (prefer the token with the greatest current progress), move it, and pass onward. Rolling a 6 grants another roll; otherwise advance to the next player. On the player's turn disable the roll button until a roll is resolved; also disable it during CPU turns and after game over. Tokens on the shared track can capture opposing tokens occupying the corresponding shared-track location, sending those opposing tokens back home. A player wins when all four tokens reach the finished state (progress 56 or beyond). Show a dark translucent overlay over the board with a centered dark rounded card, a heading "You win!" or "Computer wins!", explanatory text such as "Ruby brought all four tokens home.", and a gold "Play again" button that resets the entire game. Keep the presentation colorful, friendly, flat 2D, and touch-friendly, with rounded controls and soft shadows. Do not add features not described here such as player setup screens, animated dice, sound, power-ups, or extra boards.