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Ashen Knight

  • 3d
  • third-person
  • fantasy
  • action
  • exploration
  • low-poly
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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. Velha Velha built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ashen Knight yet. Play it, then tell Velha Velha what you would add next.

Make your own game

Ashen Knight was built by Velha Velha 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 Ashen Knight 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 Ashen Knight

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 dark third-person 3D exploration/combat scene titled “Ashen Knight.” Use a fixed playable arena: a large flat circular ashen-black ground plane with a subtle brown-orange ritual ring centered around the play area (approximately 7 units radius). Place four stylized dungeon torches around the arena at the diagonal positions (-5,-3), (5,-3), (-5,3), and (5,3); they should be lit and provide warm orange points of light. The scene should feel nearly black and atmospheric, with deep blue-gray moonlight, soft shadows, fog fading into the darkness, a faint warm glow near the arena center, and a strong dark vignette around the screen edges.

The player is a stylized low-poly armored knight character, viewed from behind in an over-the-shoulder/third-person camera. Start the knight near the front side of the arena at approximately world position (0, 0, 2.5), facing into the arena. The knight wears dark blue-gray plate armor and a helmet, with a prominent deep red cloth/tabard or cape-like torso section, and carries a large sword angled along one side. Use a low-poly fantasy character aesthetic with cast shadows. Keep the camera following the player at roughly 5.2 units distance, with a perspective field of view around 55 degrees, and allow the camera to show the knight centered in the foreground while the ring and torches recede into the dark background.

Implement simple real-time movement with WASD and arrow keys, including directional movement at about 3.5 units/second. Support jumping with Space, using a clear upward impulse (about 8) and gravity (about -22), with grounded movement. Blend between idle, walking/running movement animations, and jumping as appropriate. Load/use a knight model with idle and locomotion animations, and use a one-shot sword melee animation when attacking; prefer an animation named “2H_Melee_Attack_Slice,” with “1H_Melee_Attack_Slice_Horizontal” as a fallback. Attacking is purely an animation action in this version: do not add enemies, damage, health, score, pickups, projectiles, or victory conditions, since none are present. Trigger the attack from a left mouse click or a tap/click on the on-screen ATTACK control; keyboard E may also trigger it.

Add a minimal dark fantasy HUD over the rendered scene. In the upper-left, show the small uppercase title “ASHEN KNIGHT” with wide letter spacing and muted light-gray text. At the bottom center, show exactly: “WASD / arrows to move · Space to jump · click or tap ATTACK” in a small subdued sans-serif font. In the lower-right, provide a 72px circular button labeled “ATTACK,” with a thin muted gold border, translucent dark brown background, pale tan serif text, and a warmer pressed state for touch/mouse feedback. The HUD should not obstruct gameplay except for this control, and include a radial vignette from transparent at the center to very dark at the edges. Make the game fill the browser viewport, hide overflow, support resizing, and use a cinematic dark color grade with soft shadows and restrained UI styling.

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