Arcade › Arcspire Academy
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Arcspire Academy was built by Mina 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 Arcspire Academy 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 third-person wizard combat game titled “Arcspire Academy.” Use a low-poly fantasy academy courtyard viewed with a perspective camera following behind and slightly above the player, with mouse/touch drag camera look and a small white circular reticle at screen center. The scene should have a dark blue night background and fog, soft blue-purple ambient lighting, warm directional sunset-like highlights, and strong soft shadows. Build the environment as a tiled square academy courtyard: a broad dark slate-blue ground plane with regularly spaced pale stone grid lines, enclosing stone walls along the rear and both sides. Include a wooden classroom/training structure toward the back-right, with a dark open front, brown wood framing, and a golden/tan roof slab. Add a fantasy tower/house prop toward the back-left, a barrel near it, a stylized tree with a brown trunk and chunky green spherical foliage on the right, an archway with two stone pillars and a gold top at the rear, and a training pad toward the left/middle with a blue-purple surface, a glowing double magic ring on the floor, and four short gold pillars along its far edge. Use simple low-poly geometry and available fantasy RTS-style props where possible. The player is a small stylized wizard/student in the foreground: a rounded capsule-like magenta-purple robe/body, small peach spherical head, tall dark pointed cone hat, simple side arms and dark legs, a thin gold wand, and tiny glowing blue eyes. Place the player initially near the front-center of the courtyard. Provide third-person movement with WASD, running with Shift, jumping with Space, and camera look by dragging. The player should rotate toward movement direction. Use collision with the ground and gravity/jump behavior. Place three hostile “Sparring Shade” wizard enemies around the courtyard, initially approximately at left-middle (-5,0,0), right-middle (4,0,2), and rear-center (0,0,-3). They should resemble the player but use a dark red/magenta robe and dark pointed hats. Each has 60 HP, chases the player when within 7 units, stops around 1.8 units away, and can periodically damage the player for 7 HP when within 2 units unless the player is shielded. Show a floating “Sparring Shade” label and compact red/orange health bar above each enemy when it is on screen; update the bar as it takes damage. Enemies can be hit into a brief ragdoll/knockback state and should visibly tumble/slide before recovering. A successful Flame Bolt does 20 damage; a Force Burst does 28 damage. When an enemy reaches zero HP, keep it in the scene but show a brief “Shade dispersed” notification and increase a score counter internally. Add three non-player student wizards positioned around the academy, using the same stylized wizard silhouette with varied teal, pink, and green robe colors. They should idle with subtle vertical bobbing and gentle rotation, and do not attack. Implement three selectable spells, with keyboard keys 1/2/3 and clickable bottom-center spell cards. The first spell is selected initially and should have an orange glowing border. The HUD cards read exactly: “1 · Flame Bolt” with “fast projectile · 12 mana”; “2 · Force Burst” with “cone knockback · 24 mana”; and “3 · Shield” with “guard · 18 mana.” Clicking the canvas casts the currently selected spell in the camera/player forward direction. Flame Bolt costs 12 mana and launches a fast glowing orange-red sphere projectile from the wizard’s wand/front, traveling forward at about 14 units per second for up to 1.5 seconds. Add small orange particle sparks along its path and a bright impact burst on enemies; play light casting/impact sounds if available. Force Burst costs 24 mana, creates a purple burst of particles around the player, and affects enemies within a 4.2-unit radius with knockback, brief stun/ragdoll, and 28 damage. Shield costs 18 mana, creates a translucent electric-blue wireframe sphere around the player for about 3.2 seconds, emits blue particles, and prevents incoming enemy melee damage during that time. If there is insufficient mana, show a small temporary notification “Not enough mana.” Mana regenerates gradually toward 100 at about 7 per second. Create a fixed glassy dark HUD. In the upper-left, show a rounded panel titled “ARCSPIRE ACADEMY” in uppercase, with HP and MANA labels and full-width horizontal bars: HP uses a pink/red-to-peach gradient, and MANA uses a blue-to-violet gradient. Start both at 100. In the upper-right, show a compact instruction panel reading “WASD move · Shift run · Space jump”, “1 Flame Bolt · 2 Force Burst · 3 Shield”, and “Click cast · Drag look,” with warm gold-highlighted key terms. Keep a centered circular reticle. Show temporary rounded toast messages near the upper-middle for spell selection (“Flame Bolt ready”, “Force Burst ready”, “Shield ready”), “Shield raised,” “Not enough mana,” “A shade struck you,” and “Shade dispersed.” Keep the spell bar centered at the bottom with three dark translucent rounded cards. Use responsive layout: on narrow screens hide the upper-right hint panel, move the top HUD closer to the edge, and keep the three spell cards usable along the bottom. Preserve the moody navy, purple, warm gold, orange projectile, and glowing blue visual palette, with fog and soft shadows creating a polished low-poly magical training courtyard.”,