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RoyalBrawl

  • 3d
  • third-person
  • hero-shooter
  • mobile
  • arena
  • sci-fi
  • action
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. It was built with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about RoyalBrawl yet. Play it, then tell the creator what you would add next.

Make your own game

RoyalBrawl was built 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 RoyalBrawl 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 RoyalBrawl

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.

Recreate “RoyalBrawl” as a mobile-oriented third-person 3D hero-shooter arena game with a dark blue sci-fi presentation and Ukrainian interface text. Use a Three.js-like real-time 3D scene: a large flat dark blue-gray ground plane, distant fog, cool cyan hemisphere/directional lighting, a bright cyan point light near the arena center, and an Iron Valley arena ringed by roughly 18 randomly spaced chunky rectangular dark teal cover/building blocks. Add sparse floating cyan glowing particles in the air. The game opens on a polished menu overlay over the slowly orbiting arena/character background. The menu is a translucent navy panel with rounded corners, thin cyan border, cyan glow, and large spaced glowing title “ROYALBRAWL”; subtitle “HERO-SHOOTER // MOBILE ARENA”; a prominent cyan-blue “В БІЙ!” button; and navigation buttons “БІЙЦІ”, “КАРТИ”, “СКІНИ”, “ПРОФІЛЬ”, “НАЛАШТУВАННЯ”. Show a selected fighter preview on the right with a soldier thumbnail and “RAVEN / ВИБРАНИЙ БОЄЦЬ”.

The playable character is RAVEN, a stylized animated humanoid soldier in third-person view, carrying a futuristic rifle/energy blaster. Load/use an animated male soldier model and an AR-style sci-fi gun; give the character idle, walking/running, shooting, hit and death animation states. The player begins near (0, 0, 8), with the camera behind and above them, and can move with a virtual joystick on the lower left. Include drag-look/third-person camera behavior, jumping, and mobile action buttons on the lower right. Movement speed should be about 4.8, with a jump and gravity; a separate joystick movement path should move the player at about 4 units/second. The player can fire cyan energy orbs from the rifle toward the camera-facing aim direction, with a normal fire cooldown around 0.38 seconds and a faster aimed cooldown around 0.18 seconds. Projectiles travel quickly, leave small cyan muzzle/impact particles, live for about two seconds, and deal 220 damage to enemies; while ultimate is active they deal 420 damage. Holding the fire control should autofire, and tapping it should fire once.

Start a match from the map selection screen. The map selection shows cards for “IRON VALLEY” (selected by default; description about green fields, houses, roads and warehouses), “NEON CITY” (night city/neon streets), “FROST BASE” (snow military base), and “DESERT RUINS” (desert, ruins, rocks), each labeled “10 гравців”. The selected map name appears in the battle HUD, but keep the actual arena as the shown dark Iron Valley-style block arena. Spawn nine animated enemy soldier bots at fixed positions around the player, making 10 combatants total. Bots have 900 HP, slowly approach the player at about 1.25 units/second, walk when approaching and idle when close, and periodically attack when within 18 units. Bot attacks reduce player HP by 75 and show a Ukrainian hit notification; bots do not need visible projectile weapons. Shoot bots to reduce their HP; on hit, spawn cyan particles and play a hit animation. When a bot reaches zero HP, play its death animation, count a kill, decrement the living count, and hide it after roughly 1.2 seconds. When all bots are defeated, show a victory notification and return to the menu after a short delay. If the player’s HP reaches zero, show defeat and return to menu.

Battle state/HUD: player starts with 4000/4000 HP, 100 armor, 0 kills, 0 damage, 10 alive, and an ultimate meter starting at 0. Every successful bot hit adds 4 ultimate charge up to 100. At 100, the “ULT” button activates a five-second “OVERDRIVE — ПОСИЛЕНІ ПОСТРІЛИ” state and resets the meter. Display top-left “❤️ HP 4000/4000”, a horizontal red-to-orange HP bar, and “🛡 100”; display top-right “👥 ЖИВИХ: 10” and the selected map name. Put a translucent cyan crosshair at screen center. At bottom left show a circular outlined virtual joystick with a cyan center stick. At bottom right show a grid of dark cyan outlined buttons labeled: “🔫 ВОГОНЬ”, “🎯 ПРИЦІЛ”, “🏃 БІГ”, “⬆ СТРИБОК”, “⬇ ПРИСІД”, “🔄 ПЕРЕЗ.”, “⚡ DASH”, and “💥 ULT”. Aim toggles a state and notification; Run affects the locomotion animation; Dash has a 10-second cooldown and instantly moves the player about five units forward; Jump triggers the jump action; Reload only displays a reload notification; crouch can be present visually as a button without adding mechanics. Use toast notifications such as “МАТЧ ПОЧАТО — знищ усіх ботів”, “БОТ ЗНИЩЕНИЙ +1”, “ТЕБЕ ВЛУЧИЛИ —75 HP”, “DASH”, victory, and defeat.

Add functional selection screens. Fighters screen title “ВИБІР БІЙЦЯ” with four cards: RAVEN (Штурмовик / ENERGY BLASTER; stats HP 88, DMG 76, SPD 82, RNG 78, CD 65), VOLT (Швидкий боєць / VOLT PISTOL; 72, 68, 98, 72, 92), IRON (Танк / HEAVY CANNON; 100, 96, 48, 70, 38), and FROST (Контроль / ICE BLASTER; 80, 72, 64, 86, 60). Highlight RAVEN by default and allow selection, though the actual player model and core combat remain the same. Skins screen title “РОЗФАРБУВАННЯ / СКІНИ” offers RAVEN: Base (standard armor, blue glow), Neon (blue panels, pink glow), Shadow (black armor, purple glow), and Inferno (red armor, orange glow). Apply the palette to the soldier’s model materials and use orange projectiles for Inferno, cyan otherwise. Profile screen displays “RAVEN // РАНГ 1 // 0 перемог”. Settings screen states “Горизонтальний режим активний. Праворуч — drag-look, ліворуч — джойстик.”

Maintain the visual language throughout: near-black navy backgrounds, translucent blue-black panels, cyan borders and glows, pale cyan headings, white bold sans-serif type, rounded buttons, and responsive mobile landscape UI. Use Ukrainian labels exactly where supplied. Include back/menu controls, an in-battle “☰ МЕНЮ” button, and responsive scaling for smaller screens. The overall result should feel like a sleek sci-fi mobile arena shooter menu layered over a simple foggy 3D combat arena, with no extra game systems beyond those described.

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