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Arcade › RoyalBrawl
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Nobody has said anything about RoyalBrawl yet. Play it, then tell the creator what you would add next.
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.
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 hero shooter titled “RoyalBrawl,” designed primarily for landscape mobile/tablet play. Use a dark futuristic sci-fi arena rendered in Three.js-style real-time 3D: a large flat teal-green ground plane, a dark blue foggy environment, strong cool blue overhead/hemisphere lighting, an electric-blue light behind the play area, a warm orange light to one side, soft shadows, and floating cyan particles throughout the arena. Ring the arena with roughly 26 low rectangular dark-blue metal/concrete cover blocks arranged in a broad circle, varying slightly in height. Keep the camera as a perspective third-person follow camera positioned several meters behind and above the player, looking toward the player’s forward direction; movement should be analog/touch-friendly and allow jumping, with a desktop keyboard fallback. The player is a modular armored female soldier character carrying a compact glowing energy weapon, shown from behind in the arena. Load/use a humanoid soldier model with idle-gun, shooting, running, and hit-reaction animations. The selected skin recolors the armor and emissive parts. Provide four selectable fighters with these exact displayed stats and labels: RAVEN — ENERGY BLASTER, 4000 HP, 380 damage, speed 5.4, range 28, cooldown 0.42s, ability DASH, ultimate OVERDRIVE; VOLT — VOLT PISTOL, 3600 HP, 300 damage, speed 6.3, range 25, cooldown 0.3s, ability BLINK, ultimate ARC BURST; IRON — HEAVY CANNON, 5200 HP, 650 damage, speed 3.8, range 24, cooldown 0.9s, ability FORTIFY, ultimate ENERGY SHIELD; FROST — ICE BLASTER, 3900 HP, 340 damage, speed 4.8, range 27, cooldown 0.5s, ability FREEZE, ultimate CRYO FIELD. In the actual combat implementation, firing uses the selected fighter’s damage/cooldown/color and movement uses its speed; the generic ability controls are DASH and an ultimate meter, so do not invent additional fighter-specific effects beyond the labels shown. Make the main menu a dark translucent sci-fi interface over the slowly rotating idle 3D character. Put a large glowing “ROYALBRAWL” logo at upper left with the subtitle “HERO SHOOTER // SEASON 01.” On the right, provide a prominent “В БІЙ!” button, plus menu buttons in Ukrainian for БІЙЦІ (fighters), КАРТИ (maps), СКІНИ (skins), ПРОФІЛЬ (profile), НАЛАШТУВАННЯ (settings), and ШВИДКИЙ БІЙ (quick battle). Use bright cyan/blue borders, blue gradient primary buttons, rounded panels, dark navy translucent backgrounds, and cyan text/glow. The fighter selection screen should show four selectable cards with colored diamond-like fighter icons, name, weapon, ability and ultimate, plus a stat row showing HP, damage, speed, range, and cooldown. The skin screen should show four selectable recolors named Base, Neon, Shadow, and Inferno, with these visual palettes: Base slate armor/cyan glow, Neon purple armor and pink glow, Shadow near-black armor with muted gray glow, and Inferno red armor with orange/yellow glow. Include the visible part buttons labeled ШОЛОМ, БРОНЯ, РУКАВИ, ШТАНИ, РУКАВИЧКИ, ЗБРОЯ, СВІТІННЯ, and ЕНЕРГІЯ, while the selected skin recolors the whole model and weapon. The map screen should show four selectable cards named IRON VALLEY, NEON CITY, FROST BASE, and DESERT RUINS, with the visible descriptions respectively “Зелені поля, будинки, дороги, склади,” “Нічне місто та неонові вулиці,” “Снігова військова база,” and “Пустеля, руїни, каміння,” and “👥 10 гравців” on each. These map choices are menu selections; the implemented 3D arena remains the same sci-fi arena. Starting a battle spawns the selected player near the center/front and nine identical enemy soldier bots in the arena, for ten total combatants. Enemies have 1100 HP each, move toward the player when farther than about 8 units, face the player, and fire red/pink glowing projectiles approximately every 1.4–2.4 seconds when close. The player fires glowing spherical projectiles from the weapon muzzle toward the camera aim direction. Give the player a fire cooldown based on the selected fighter; a reload button simply resets the current fire cooldown. Player shots damage enemy bots, add to a damage counter, and add 8 percentage points to the ultimate meter per hit. When an enemy reaches zero HP, hide it, count a kill, and reduce the living count. Enemy shots damage player HP and reduce armor; start armor at 100, subtract 8 per hit, and mitigate incoming damage slightly. Start the ultimate meter at 0%; the ultimate button is usable at 100%, then resets it and changes the player’s emissive material to a bright cyan effect. Implement the generic DASH button with a 10-second cooldown that moves the player about 5 units forward, and the JUMP button through the third-person controller. Desktop fallback controls should include Space to fire, Q to dash, and E to use the ultimate. Add a shrinking-zone rule: begin with a radius of 24 around the arena center and gradually shrink it over time to a minimum radius of 8. Display a centered red “НЕБЕЗПЕЧНА ЗОНА” warning whenever the player is outside it, and drain player HP at roughly 80 per second while outside. The battle HUD must remain over the 3D view and show at upper left a heart icon, HP such as “4000/4000,” a green-to-yellow HP bar, and shield/armor value; at upper right show “👥 ЖИВИХ: 10” and the selected weapon name. At bottom right, show circular touch controls for reload, DASH, ULTIMATE, and jump, plus a larger red circular “🔫 ВОГОНЬ” fire button. Ready abilities should use a green-highlighted state, while unavailable ones remain dark blue. End the match in victory when all nine bots are defeated, or defeat when player HP reaches zero. Hide the battle HUD and show a centered dark result panel with a large glowing “🏆 ПЕРЕМОГА!” or “💀 ПОРАЗКА,” followed by “Убивств: [kills] · Нанесено шкоди: [damage] · Час: [seconds]с,” and buttons “ЩЕ РАЗ” and “ГОЛОВНЕ МЕНЮ.” Include profile and settings panels matching the same visual style; profile displays “RAVEN PILOT” and “Рівень 7 · Перемог: 12 · Убивств: 38,” while settings displays “Горизонтальний режим активний · Вібрація ввімкнена” and a “СКИНУТИ ПРОГРЕС” button. On portrait screens, cover the entire app with a dark overlay and centered Ukrainian instruction “Поверніть телефон горизонтально.” Use responsive sizing, landscape-first layout, translucent navy panels, cyan outlines, blue neon glows, and Ukrainian interface text throughout.