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Arcade › Stormfall Mobile
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jimmy Bailey built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Stormfall Mobile yet. Play it, then tell Jimmy Bailey what you would add next.
Stormfall Mobile was built by Jimmy Bailey 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 Stormfall Mobile 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 mobile battle-royale game titled “Stormfall Mobile.” Use a Three.js-style WebGL scene with an elevated third-person/isometric camera looking down at a compact circular island arena. The camera should follow the player smoothly from above and slightly behind, with the player near the center of view; use a blue sky/background, light fog, soft shadows, and bright stylized low-poly visuals. World and setting: Build a circular grassy island approximately 46 world units in radius, with a thicker earth-colored cylindrical edge below the grass. Add a lighter green central battlefield, a translucent brown dirt ring near the outside, and two simple gray roads crossing the town area. Populate the island with five suburban-style buildings, six small wooden barriers, around sixteen trees, and around ten bushes. Buildings, vegetation, and barriers are solid obstacles: actors cannot walk through them and bullets stop when they hit them. Use colorful blocky humanoid character models for all fighters, with circular colored floor markers and soft shadow discs beneath them. The player should be tinted cyan/blue; seven AI opponents should use varied colors such as orange, pink, green, lavender, yellow, aqua, and coral. Match rules: Start an 8-player match consisting of one human player and seven AI bots. Spawn everyone at random free positions within the central safe area. The goal is to be the last living fighter. Bots automatically choose nearby opponents, pursue or retreat based on distance, strafe at medium range, shoot, avoid obstacles, collect loot, and move toward the center when outside the storm. Dead characters play a death animation and remain in the world with a subdued marker. When a bot dies, sometimes drop a shield shard, med mist, and/or weapon pickup. If the player dies, show an elimination result and placement; if the player is the final survivor, show a victory result. Provide a restart/drop-again button after the match ends. Storm ring: Display a vivid purple circular safe-zone outline and faint glowing ring on the ground. The initial safe radius is about 34 units and remains unchanged for the first 16 seconds; over the next 150 seconds it gradually shrinks to about 11 units. Any actor outside the ring takes 6 damage every 0.45 seconds, and the player receives a visible warning banner and low electronic storm sound. The player must remain inside the ring to survive. Player controls: Prioritize mobile touch controls. Put a translucent circular virtual joystick at the lower left with a movable light-blue thumb and the label “MOVE.” Put a large circular purple/pink gradient button at the lower right labeled “FIRE.” Moving the joystick moves the player in the arena; holding FIRE repeatedly fires. Also support keyboard fallback: WASD or arrow keys for movement and Space, J, or Enter for firing; pressing R after game over restarts. Keep a small white crosshair at the screen center. Firing should auto-aim at the nearest opponent within approximately 26 world units, as explicitly communicated by the mobile hint. The player’s character rotates toward movement/aim direction and uses idle, sprint/walk, shooting, and death animations. Combat: Begin with a “Sidearm.” Implement three weapon tiers shown in the HUD: Sidearm, Burst AR, and Storm SMG. Weapon pickups upgrade the player one tier at a time, up to Storm SMG. Sidearm fires every 0.42 seconds at 24 speed for 15 damage with low spread; Burst AR every 0.26 seconds at 28 speed for 11 damage; Storm SMG every 0.14 seconds at 30 speed for 8 damage with greater spread. Use small glowing spherical projectiles, cyan for player shots and pink/red for bot shots. Projectiles expire after roughly 1.7 seconds, leave the arena, hit an actor, or collide with an obstacle. Each actor has 100 health; the player starts with 50 shield and bots start with roughly 15–34 shield. Incoming damage depletes shield first, then health. Add brief hurt feedback and simple synthesized shoot, hit, pickup, and storm sounds after user interaction. Loot: Place floating, glowing pickups around the map, with roughly five weapon upgrades, five shield shards, and five med mists at fixed world positions. All pickups bob and rotate above a glowing ground ring. Weapon loot is represented by a stylized pistol on a small base and upgrades the weapon tier. Shield loot is a glowing blue faceted orb and restores 25–30 shield up to 100. Med mist is a white medical box with a red cross and restores 25–30 health up to 100. The player collects loot by walking close to it; bots can also collect it. Show short banners such as “Looted Burst AR,” “+Shield,” and “+Health.” HUD and presentation: Use a dark translucent, rounded glass-like HUD panel across the upper portion of the screen. Show “Players 8” (updated to remaining living actors) at upper left and the current weapon name at upper right. Below, show HEALTH with a bright green bar and numeric value, and SHIELD with a blue bar and numeric value. Include a mobile instruction card reading approximately: “Move with the left stick. Hold FIRE to auto-aim at the nearest target. Stay inside the storm ring.” Display centered rounded notification banners for the initial message “Drop in — loot upgrades, avoid the storm, and clear the lobby.”, eliminations, loot, storm warnings, and victory. Use a dark translucent blurred game-over modal with title “Victory Royale-ish” or “Eliminated,” explanatory text, and a bright cyan/green “Drop again” button. Include an initial loading card titled “Stormfall Mobile” explaining that the island, fighters, and loot are loading. Make the layout responsive for portrait mobile screens with safe-area insets, and retain the same HUD and controls on desktop. Use soft directional lighting, hemisphere fill lighting, ambient fog, shadow-casting buildings/trees/characters, rounded translucent UI, saturated cyan/green/purple accents, and a clean arcade mobile aesthetic. Do not add real networking or real online multiplayer: the lobby is one player against seven local AI bots.