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Armor Ascend

  • 3d
  • action
  • exploration
  • fantasy
  • third-person
  • collectathon
  • browser
  • vr
0
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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. Brandy Hoff built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Armor Ascend yet. Play it, then tell Brandy Hoff what you would add next.

Make your own game

Armor Ascend was built by Brandy Hoff 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 Armor Ascend 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 Armor Ascend

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 browser-based 3D third-person fantasy action-exploration game titled “Armor Ascend.” Use a smooth over-the-shoulder/behind-the-player perspective with a perspective camera following a small armored warrior on a circular floating island. The camera should be rotatable by mouse drag on desktop and by dragging the right side of the screen on touch devices; support a camera-distance toggle with V, switching between a closer view and a farther, higher view. Keep the player centered, with the camera looking toward the character’s upper body.

The objective is: explore the floating valley, collect glowing blue arcane shards, survive and defeat roaming armored sentinels, automatically forge stronger armor at shard thresholds, and reach the ancient gate once the final armor tier is unlocked. Start with Health 100, Shards 0, Score 0, and armor named Wanderer. Place 12 floating collectible shard objects around the island, generally 7–27 units from the center. Each shard is a bright cyan/blue rotating octahedron with a soft spherical aura, bobbing slightly above the ground. Collect one when the player comes within about 1.4 units; hide it, add 1 shard and 100 score, and play a short pickup sound.

Implement three armor tiers with thresholds of 0, 4, and 9 shards: Wanderer, Knight, and Ascendant. When reaching the next threshold, automatically rebuild the player’s visible model, increase movement speed by 0.7, restore up to 18 health, and show a centered message such as “Armor forged: Knight.” The player should visibly become more elaborate and metallic by tier: a humanoid capsule torso, head/skin, helmet-like cylindrical top and visor, shoulder armor, arms, legs, boots, a cape, and a sword. Wanderer uses muted blue-gray cloth/armor; Knight is brighter and more metallic with additional armor; Ascendant is pale/bright with gold trim, blue and gold emissive glow, and extra rear/side armor pieces. The sword should be held at the player’s right side and visibly swing during attacks. Animate a subtle bob/body sway while walking and cape movement.

Controls: WASD or arrow keys move relative to the camera yaw; Shift sprints at 1.45x speed; Space performs a forward dash-slash attack with a short burst lasting about 0.26 seconds and a 0.45-second cooldown; V toggles camera distance. On mobile, show a left virtual joystick for movement and two right-side circular buttons: a sword/attack button and a sprint arrow button. Support touch dragging on the right side for camera rotation. Include WebXR support with an Enter VR button when available; in VR, headset look controls view, controller/gamepad thumbsticks or axes move, and a pressed controller button/trigger attacks.

Add six roaming sentinel enemies distributed around the island at roughly 14-unit radius. Each sentinel is a hovering/floating stylized armored construct with a dark gray-purple capsule torso, boxy chest trim, round head, a bright pink emissive eye, segmented rectangular limbs, and small purple weapon-like cone pieces. Sentinels bob vertically, turn toward and chase the player, moving faster when farther than about 2.2 units and slower when close. Give each 3 HP. During the player’s attack dash, a sentinel within about 2.1 units takes 1 damage and is knocked backward briefly, with a hit flash and metallic hit sound. Destroyed sentinels disappear, add 160 score, and have a 70% chance to grant one shard. When a sentinel is within about 1.25 units, it damages the player continuously at roughly 12 health per second, increasing by 2 per armor tier. At zero health, set game over, show “You were overwhelmed — press Space or tap attack,” and allow Space or the mobile attack button to respawn the player at the island center with full health.

Build the environment as a dark, atmospheric floating valley/island. Use a large circular ground area about 34 units in radius with procedural undulating/shaded terrain in deep blue-gray, mossy green, muted brown, and subtle animated rings/noise. Clamp the player to the island rather than allowing them to leave. Surround the island with a ring of chunky irregular cliff blocks and a larger reflective/translucent dark-blue water ring below the edge. Populate the valley with approximately 30 layered stylized pine trees of varying sizes, 22 irregular gray rocks, 11 emissive blue crystal clusters, and eight distant ruin structures made from pale stone columns and lintels. Use a dark blue-to-black atmospheric sky dome, exponential fog, soft hemisphere lighting, moving mist/firefly-like translucent additive particles, emissive crystals, metallic armor, and soft shadowing. Keep the style low-poly/procedural but heroic fantasy, with physically rich materials, cool blue lighting, purple accents, and glow-like emissive effects.

Place a large ancient gate at the far side of the island around position (0, 0, -27), facing inward toward the play area. It should have two tall stone side pillars, glowing metallic-blue inner columns, a heavy top lintel, a luminous circular/arched ring, a faint translucent blue energy field, and a rotating glowing crystal near the top. Before Ascendant armor, the field remains dim and the gate cannot complete the game. Once the player has at least 9 shards and Ascendant armor, brighten and pulse the gate field; reaching within about 4.6 units of the gate wins the game and displays “The ancient gate answers your armor.” Freeze normal gameplay on victory and update the quest to indicate the gate is open and the valley was restored.

Create a clean HTML HUD over the canvas using translucent dark panels with thin pale-blue borders and rounded corners. Top-left text must show the title “Armor Ascend,” then live “Health 100 · Shards 0 · Armor Wanderer” style stats, and a quest line. The quest text should say to collect shards and show the next armor threshold, then after Ascendant say “Ascendant armor forged — reach the ancient gate,” and after victory say “The gate is open — you restored the valley.” Top-right desktop help text should list “Move: WASD / touch stick / VR stick,” “Attack: Space / button / trigger,” and “Sprint: Shift / button.” Show centered temporary messages for the opening instruction “Collect shards. Forge armor. Reach the gate.”, armor forging, defeat, respawn, VR readiness, and victory. On touch screens, put the joystick at bottom-left and stacked circular attack/sprint buttons at bottom-right; ensure the UI remains readable over the dark valley. Include simple synthesized pickup, attack, and hit sounds activated after user interaction.

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