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RoyalBrawl

  • 3d
  • third-person
  • shooter
  • battle-royale
  • mobile
  • arcade
  • sci-fi
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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.

Create a mobile-first 3D third-person battle-royale-style shooter called “RoyalBrawl,” set in a stylized low-poly industrial arena named IRON VALLEY. Use a dark navy sky/background with atmospheric fog, bright cool hemisphere lighting plus warm directional sunlight, soft shadows, and a muted teal/gray ground. Build a large square combat area with two wide intersecting gray roads forming a cross, scattered industrial cover and landmarks: two warehouse-like rectangular buildings, a tall tower, a low hill, crates, fixed barriers, shipping containers, and a few stylized trees. Keep the camera behind and above the player in a third-person perspective, with a centered white crosshair and touch drag on the right side for looking.

The player is a blue stylized animated sci-fi soldier named RAVEN, equipped with an AR-01 assault rifle. Spawn the player at the center and spawn 9 opposing animated soldier bots around the arena perimeter, for 10 total alive at the beginning. Use animated character actions including idle, walking/running, shooting, jumping, and death. Bots should pursue and circle the player when nearby, shoot at the player at short-to-medium range, reload when empty, retreat when badly hurt, and take damage from the shrinking zone. The player’s rifle has a 30-round magazine and 120 reserve rounds. Holding fire should repeatedly shoot at the nearest living bot within approximately 28 world units, rotate the player toward that bot, show a bright tracer, muzzle flash, hit flash, and a small square-wave firing beep. Each shot does 25 base damage, with armor absorbing part of incoming damage. Track player HP starting at 100 and armor starting at 50; bots have roughly 70–100 HP and 10–45 armor.

The core objective is to be the last survivor: defeat all nine bots to win. If the player dies, show a full-screen dark translucent defeat overlay in Ukrainian with “ПОРАЗКА” and match statistics; on victory show “ПЕРЕМОГА!” with place, kills, damage, and elapsed time. Track kills, total damage, match timer, and remaining alive count. Start with a large centered countdown of 3, 2, 1, then “ПОЇХАЛИ!” before gameplay begins.

Surround the arena with a bright cyan circular danger-zone ring. Begin with a radius of about 43 world units. Every 14 seconds reduce the radius by 4, down to a minimum of 14, recentering the visible ring around the player and briefly displaying the Ukrainian warning banner “ЗОНА ЗМЕНШУЄТЬСЯ.” Characters outside the current zone take damage over time, so the player must stay inside the ring.

Scatter glowing floating octahedral loot pickups around the arena, color-coded by type: yellow ammo, blue armor, pink/red medkit, purple dash, and orange weapon. When the player is close, show a centered “ВЗЯТИ” pickup button. Picking up ammo adds 60 reserve rounds up to 240; armor adds up to 40 armor up to 100; a medkit restores up to 35 HP; dash restores dash readiness; and weapon loot resets the weapon to 30 magazine rounds plus 120 reserve. Pickups disappear after collection and make a short pickup beep.

Implement reload with the on-screen RELOAD button or keyboard R, taking about 1.15 seconds and transferring reserve ammunition into the 30-round magazine. Implement a DASH ability on the on-screen DASH button or keyboard E: when ready, dash 7 units forward, then put the ability on a 12-second cooldown. Implement an ultimate/overdrive meter shown as a percentage; firing gradually builds it and successful player damage also builds it. When full, pressing the on-screen ULT button or keyboard Q activates 8 seconds of OVERDRIVE, resets the meter, and increases player shot damage by 10%. Include jump via the on-screen button or Space, crouch via the on-screen button (visually compress the soldier vertically), and an AIM button in the mobile controls. Use WASD/arrow keys for desktop movement, and a large left virtual joystick for touch movement; allow dragging on the right half of the screen to look.

Create a fixed HUD over the game. Across the top show a dark translucent rounded panel with cyan border accents: “RAVEN · IRON VALLEY,” “HP 100 · ARM 50 · ALIVE 10,” “AR-01 30 / 120,” and “MATCH 00:00 · KILLS 0.” Show the centered crosshair. Place a large translucent circular virtual joystick at bottom left. At bottom right place circular touch buttons labeled in Ukrainian/English: red “СТРІЛЯТИ” fire, “ПРИЦІЛ” aim, “СТРИБОК” jump, “ПРИСІД” crouch, “RELOAD,” gold-bordered “DASH,” and purple-bordered “ULT.” Keep the visual style clean, high-contrast, sci-fi arcade, with dark blue UI panels, cyan highlights, warm gold/yellow loot, and bright cyan combat effects. On portrait mobile screens, hide the gameplay behind a full-screen dark overlay displaying the centered Ukrainian instruction “Поверніть телефон горизонтально” (rotate the phone horizontally).

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