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Arcade › Tubbyverse
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Isaac built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Tubbyverse yet. Play it, then tell Isaac what you would add next.
Tubbyverse was built by Isaac 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 Tubbyverse 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 browser-playable local 3D fighting game titled “Tubbyverse: Feudal Combat.” Use Three.js with a third-person/overhead-angled perspective looking down into a circular/octagonal grassy arena. The visual style is bright, simple cel-shaded low-poly fantasy: sky-blue background with light fog, toon materials, strong dark ink-like outlines around meshes, soft shadows, painted feudal mood, stylized trees around the arena, and eight perimeter wooden posts topped with alternating blue and gold spirit lanterns. The arena is an octagonal green platform with a dark outlined rim; surround it with stylized conical trees, mostly green with occasional pink foliage. Use a loaded animated low-poly warrior model when available, tinting it by character color and adding an aura ring; provide a fallback fighter made from a rounded capsule body, spherical head, and small practice blade if the model fails. Uploaded-image characters should display a framed image crest on their model. The core loop is: from the main menu, press Start, choose a local mode, then fight until one team remains or the 90-second timer expires. The menu title reads “Tubbyverse: Feudal Combat,” with a subtitle describing an original cel-shaded 3D fighting slice. Offer these selectable modes: “1v1 Duel,” “2v2 Team,” “1v2 Survival,” “4-Player FFA,” “8-Player Chaos,” and “Mission Mode.” Implement the actual formations: 1v1 is one player fighter versus one CPU; 2v2 has two fighters on each team; 1v2 has the player versus two CPU opponents; FFA has four fighters with separate teams; Chaos has eight fighters with separate teams. Mission Mode is a selectable mode label but uses the ordinary non-team-specific battle setup. Player 1 is the selected roster character; CPU fighters are selected from the roster. Start with the built-in roster: Aki Lanternpaw (heroic tubby spirit, green/gold coloration), Kuro Thorn (villainous shadow oni, red coloration), and Mira Dawnbell (neutral cat spirit, blue coloration), with their lore, goals, and signature power names. Persist created roster/items/chapters locally in browser storage. Controls: on desktop use WASD to move, J for “Spirit Strike,” K for the character’s signature skill, and L or Space for a forward dash/roll. Also provide visible touch controls: a four-direction D-pad and Strike, Skill, and Dash buttons. Fighters move within the arena boundary, face their movement direction, and CPU fighters pursue the nearest enemy, attacking at readable intervals. A normal strike has short range and cooldown, deals damage, and grants energy. A skill has longer range, cooldown, uses the first listed character power as its attack label, creates an expanding colored shockwave ring, and grants energy. A dash moves the fighter forward and is cooldown-limited. Start fighters at 100 HP and zero energy. Display a top HUD with Player 1 name, green HP bar, character type and Energy number on the left; mode name and a large countdown timer in the center; and the opponent/enemy name, red HP bar, type and Energy on the right. Show combat messages such as attacks, damage, knockouts, item pickups, and win/time-up results. When a team or last fighter remains, pause and reopen the menu for a rematch; at time zero show that time is up and indicate the highest-health outcome. Optional light speech synthesis can announce attack labels. Place three initial pickups around the arena from the built-in content: Moon Bamboo Blade (Weapon, attack bonus), Cloud Anklet (Accessory, speed bonus), and Rice Charm (Item, healing). Pickups float and rotate, glow, and are outlined; weapons appear as gold blades/boxes, accessories as blue shapes, armor as stone-colored shapes, and ordinary items as violet shapes. When a fighter touches one, hide it and apply its stat effect: attack, defense, speed, or healing. Allow users to spawn additional item pickups. Include menu-side content creator tools. A “Text-to-create 3D Character” panel should accept a natural-language prompt, character type (Heroic, Neutral, Villainous, Enemy), and parse fields such as name, true/full name, species, gender, age, height, occupation, aliases, romantic interests, allies, enemies, crimes, hero/neutral/villain type, powers, lore, goals, and appearance. Add created characters to the roster and show cards with their type, species, lore, powers, and goal, plus a “Use in battle” action. A “Convert Image to 3D Character” panel should accept a local image upload and optional name/type, sample its colors, produce a palette-based fighter profile and suggested hue skill (such as Crimson Burst, Golden Guard, Verdant Rush, Azure Wave, Violet Rift, or Rose Flash), show a preview and color swatches, and add the source image as a crest on the in-game fighter. Add a “Text-to-create Item / Weapon / Accessory” panel with types Item, Weapon, Accessory, and Armor; parse name, powers, skills, abilities, lore, and infer a simple stat bonus, then display cards and a spawn-in-arena action. Add a “Chapter & Mission Manager” that assigns a chapter title and mission text/dialogue to a roster character, saves multiple mission entries locally, and lists them. Add a “Delete Content” panel for deleting characters, items, and chapters, while preventing deletion if fewer than two characters remain. Add “Discord Notification Setup” with a webhook URL, enable checkbox, and test notification; clearly state that browser-side webhook sending may fail and production secrets need a backend. Do not add online multiplayer, licensed anime assets, or guaranteed real voice acting; this is a local original prototype.