Arcade › Arcana Hall
Click the game above and it runs right here in your browser. No download, no installer, no account needed. ampowerful Heheh built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Arcana Hall yet. Play it, then tell ampowerful Heheh what you would add next.
Arcana Hall was built by ampowerful Heheh 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 Arcana Hall 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 third-person 3D exploration game titled “Arcana Hall,” set in a dark, atmospheric magical academy at night. Use a low-poly/stylized aesthetic with deep navy and charcoal stone, dark wood, muted blue lighting, gold trim, glowing blue glass door panels/lanterns, and warm gold highlights. The world should be a connected castle layout with a large central Main Hall and corridor-connected wings: Library to the west, Potions Classroom to the east, Courtyard to the north, and Astronomy Tower to the south. Build each area with simple box-like stone walls, floors, corridors, door frames, labels, and architectural pillars. The Main Hall is a broad rectangular room with a stone floor, back/side walls, repeated stone pillars topped with gold caps, and several long dark-wood tables with benches. Place a visible “MAIN HALL” world label in the hall, plus labels for each named area. The player is a stylized female student avatar assembled from simple geometry: blue capsule-like body, peach spherical head, oversized dark hair, a red/maroon rectangular cape or garment, and a small gold pendant. Start her in the Main Hall around the center/front of the room. Use a third-person follow camera positioned behind and above the character, with smooth movement and a moderate perspective view. The player can walk with WASD or arrow keys, run while holding Shift, jump with Space, and interact with E. Include equivalent mobile touch controls: directional arrow buttons, a Jump button, and a Talk button. Keep movement physics with gravity and jumping, and allow the camera to follow the player as she explores. The core quest shown in the HUD is: “Find the lost star lens in the Astronomy Tower.” Put the Star Lens at the southern end of the map in the Astronomy Tower, near coordinates corresponding to the back of that room, represented by a small gold horizontal cylinder/disc and a floating world label “STAR LENS.” When the player approaches it and presses E (or Talk), add “Star Lens” to the inventory and change the quest text to “Return to the Main Hall and speak with the professor.” Show the dialogue: “Astronomy Professor — You found it. The stars remember every promise made in this castle.” If the player interacts there again, say that the lens is already in the satchel. Do not invent combat, enemies, health, timers, or additional quest-completion logic. Add the other implemented interactables. Place two wizard NPCs in the Main Hall, one toward the west and one toward the east, using simple imported low-poly wizard character models with idle animation. Near the west wizard, interaction displays “Professor Vale — The halls rearrange themselves at dusk. Keep your eyes on the blue lanterns.” Near the east wizard, display “Student Mara — The Library has a hidden reading room. Try the western shelves.” Place a glowing faceted blue Memory Orb in the Courtyard near its west side and label it “MEMORY ORB”; interacting nearby adds “Memory Orb” to inventory and displays “The Courtyard Fountain — A warm memory settles into your palm.” Reinteracting displays “The orb hums softly.” Place open bookcase props along the back portions of the Library and Potions Classroom, and gold lantern posts with glowing blue glass tops around the wing exteriors/courtyard and near the library/classroom sides. For generic interaction away from these objects, display “Castle — The air smells of rain, parchment, and old magic.” Implement area detection based on player location. The area HUD should read Main Hall while near the center hall, Library when far west, Potions Classroom when far east, Courtyard when north, Astronomy Tower when south, and Castle Corridors in connector regions. When entering a new area, show a temporary dialogue panel saying “Castle” and “[area name] — your footsteps echo beneath the enchanted arches.” Use a dark translucent HUD with thin gold borders and rounded corners. At the top left show the current area in large warm-gold serif text; at the top right show the quest in a matching dark panel. At the bottom right show “Inventory: empty” initially, then the collected item names. At the bottom center show the movement hint “WASD / arrows to move · Shift to run · Space to jump · E to interact.” Dialogue appears above the controls in a wide translucent panel with the speaker name highlighted in gold, remains visible briefly, then fades. On small/mobile screens, display the touch controls along the bottom; on larger screens hide them and rely on keyboard controls. Use a dark navy background/fog, soft hemisphere/moon directional lighting, warm point lighting around the central magical spaces, shadows, and subtle glow from blue glass objects. Ensure the game is fully playable as an explorable 3D castle scene with the HUD, interactions, inventory updates, and quest text accurately reflecting the described mechanics.