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Rumble Stars

  • 2d
  • top-down
  • arcade
  • shooter
  • moba
  • mobile
  • multiplayer-style
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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. stacy228 built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Rumble Stars was built by stacy228 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 Rumble Stars 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 Rumble Stars

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 a French-language browser game titled “Rumble Stars” as a responsive, portrait-friendly top-down arena shooter with a polished cartoon/mobile game presentation. Use a full-screen canvas inside a dark navy app background, with overlay panels and HTML-style UI. The visual style is bold and colorful: deep navy/purple menus, rounded panels with pale borders and heavy drop shadows, large white condensed-looking title text, bright yellow primary buttons with darker pressed shadows, cyan secondary buttons, and emoji/icons for currency and modes.

Main menu: center a rounded dark blue panel with the tag “MOBA SHOOTER · 3V3”, the large stacked title “RUMBLE / STARS”, descriptive French text about a colorful arena, rival bots, and three-minute matches, plus buttons “JOUER”, “🛒 BOUTIQUE”, and “🔐 ADMIN”. Show the control hint “Déplacement : WASD / flèches · Tir : clic ou espace · Super : E”. The menu should persist wallet data locally: start with 120 gems, 450 coins, and 0 trophies unless saved values exist.

Mode selection: show a panel titled “Choisis ton mode” with large yellow stacked buttons for “💎 Gem Grab” and subtitle “Capture 10 gemmes”, “⚽ Brawl Ball” / “Bientôt disponible”, and “☠️ Solo Showdown” / “Bientôt disponible”, plus a cyan “Retour” button. Only Gem Grab is playable; selecting the other two should indicate that the mode is coming in a future version rather than starting it.

Playable mode: start a three-minute Gem Grab match on a fixed camera, top-down 2D arena filling the canvas. The arena has a mint/teal-green field with a subtle repeating pattern of translucent circular marks, a blue boundary/line near the top, a thin yellow vertical center line, and a thick blue horizontal center line. Scatter ten small rounded blue stone/obstacle decorations around the field, each with a lighter highlight. Place the player near the lower center and three pink enemy bots across the upper half. Characters are stylized five-point star-like fighters (actually ten alternating outer/inner points), with a small white shine on the upper-left; player is cyan-blue and enemies are pink. Rotate the fighters toward their aim/target. Render health bars: player’s green bar below them and enemy green bars above them over dark backplates.

Core rules and mechanics: the blue player has 100 health, configurable base damage 18, movement speed about 230 pixels/second, and can move with WASD or arrow keys. Aim with the mouse; click or hold the mouse button to fire, and press Space to fire. Each shot is a small yellow circular projectile traveling toward the cursor at about 520 pixels/second, with a short firing cooldown. On touch devices, provide two translucent virtual joysticks at the bottom corners: a left movement stick and right aim stick, plus a centered circular ⚡ super button. The aim stick should automatically aim and fire while pushed strongly. Enemies move with simple AI: approach the player when farther than 170 pixels, retreat when closer than 110, face the player, and periodically fire pink projectiles at roughly 250 pixels/second for 9 damage. Enemy shots damage the player and create pink hit particles. Player shots damage bots; when a bot reaches zero HP, it disappears for two seconds, then respawns at a random arena location with 60 HP. Each elimination increments the player/team gem count and score by one. The HUD objective is effectively to eliminate the opposing team and collect 10 gems; display the collected team gems prominently at the top center as “GEMMES 0/10” and draw collected purple diamond gems in a small cluster around the top-center arena marker. There is no implemented enemy gem collection or gem-dropping mechanic, so enemy gems remain zero and victory is based on having at least as many team gems as enemy gems when time expires (in normal play the player can also lose by dying).

Super ability: every normal player shot adds 7 percentage points to a super meter, capped at 100. When full, pressing E or the touch ⚡ button resets the meter and fires 14 evenly spaced radial yellow projectiles around the player, each traveling around 380 pixels/second and doing 1.6 times the base damage, with a large yellow particle burst. Add small colorful circular particle bursts on hits and eliminations, fading and slowing over time.

In-match HUD: overlay a dark translucent rounded box at top-left containing 🏆 trophies, 💎 gems, and 🪙 coins. At top-right show ❤️ current health, “Gem Grab”, and a countdown timer starting at 3:00. At top-center show a yellow pill reading “Élimine l’équipe adverse”. Keep the HUD and touch controls hidden outside gameplay. The wallet gem display during play reflects 120 plus collected team gems, while trophies display the saved trophy amount plus twice the current score. Persist wallet changes with local storage.

End states: stop the match and hide HUD/touch controls when the player dies or the timer reaches zero. Show a rounded result panel with “Victoire !” if team gems are at least enemy gems at timeout, with text such as “Ton équipe a gagné avec X gemmes. +Y trophées”; otherwise show “Défaite” and “Les bots ont pris l’avantage. Relance une partie pour remonter.” Provide “Rejouer” and “Menu” buttons. The replay button restarts Gem Grab; menu returns to the main menu.

Add the shop screen accessible from the menu. Use a scrollable two-column card grid in the same navy panel, wallet pills for gems and coins, and these exact offers: 🎨 Skin Éclat for 80 gems, 🧊 Skin Glacier for 150 gems, 📦 Boîte de progression for 120 coins granting +250 coins and +15 trophies, 💰 Pack de gemmes for 300 coins granting +100 gems, 🏆 Brawl Pass for 200 gems, and 🎁 Récompense gratuite claimable once, granting +250 coins and +15 trophies. Purchased items are marked owned and insufficient currency displays a French error message; save inventory and claim status locally. Include a Retour au menu button.

Add an Admin screen from the menu. Initially show a French biometric unlock prompt and “♙ Déverrouiller par empreinte”; use browser credential/biometric support when available, otherwise allow a demo/test unlock message. Once unlocked, show local-session stats (6 players online, 7,99 € daily revenue, Tank most played, 68% day-one retention), a damage slider from 8 to 30 defaulting to 18, an “Enregistrer” button, and quick actions for +100 gems and +50 trophies. Keep this as a local demo panel and persist wallet changes. Ensure all buttons have rounded shapes, strong offset shadows, pressed-state movement, and responsive sizing for mobile and desktop.

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