Appearance
Arcade › Asterfall
Click the game above and it runs right here in your browser. No download, no installer, no account needed. hmleben built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Asterfall yet. Play it, then tell hmleben what you would add next.
Asterfall was built by hmleben 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 Asterfall 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 third-person low-poly fantasy RPG slice titled “Asterfall.” The game takes place in a compact green meadow surrounding a small village, viewed from a smooth over-the-shoulder/third-person camera: keep the camera behind the player’s facing direction at roughly 7.8 units back and 5.3 units above the player, looking toward the player’s upper body. Use a bright blue sky-colored background with light fog, warm golden directional sunlight, soft shadows, and stylized Quaternius-like low-poly fantasy assets. The ground is a large circular grassy meadow with a wide tan dirt path running through it. Include a blue pond toward the left/rear area, clusters of rounded trees around the perimeter, scattered rocks, two village houses beside the path, and an old watchtower. The player is a third-person animated fantasy character starting at the path center. Load or provide visibly distinct Ranger, Warrior, and Wizard character models, with the selected model shown in the world and its class name reflected in the HUD. Characters should have idle, running, and class-appropriate attack animations: Ranger uses a bow-shot animation, Warrior a sword attack, and Wizard a spell animation. The selectable classes are primarily a customization choice but also change combat values: Ranger deals 24 damage with a 2.65-unit forward hit range and 0.42-second attack cooldown; Warrior deals 34 damage with the same close range and cooldown; Wizard deals 28 damage with a longer 3.8-unit forward hit range and 0.55-second cooldown. Attacks consume mana (Warrior 5, Ranger/Wizard 10), while mana regenerates up to 100 during play; show a small glowing projectile/spark traveling forward whenever an attack is made. Movement is free-roaming in the meadow, bounded approximately from -18 to 18 on both horizontal world axes. Support WASD and arrow keys, plus a mobile virtual joystick. The player turns toward movement and transitions between idle and run animations. Support Spacebar or a large circular mobile ATTACK button for attacking; attacks only affect living enemies in front of the player within the class’s range. Place exactly five collectible star-runes around the map at varied positions. Each rune is a floating cyan glowing octahedral gem with a gold ring, gently bobbing and rotating. When the player comes within about 1.35 units, collect it, hide it, increment the rune counter, and award 15 XP. Place exactly four animated blob-orc enemies around the meadow, initially at separated positions. Each blob-orc has 55 HP, an idle/walk/hit/death/bite animation set, casts a shadow, patrols back toward its home position when far away, and chases the player when within 9 units. When within 1.5 units it periodically bites about once every 1.05 seconds, dealing 9 HP damage. Successful attacks can award 8 XP when they hit, and defeating an enemy awards 20 XP, increments the defeat counter, plays its death animation, and hides it after roughly 1.4 seconds. Player starts with 100 HP and 100 mana. If HP reaches zero, stop active play and show a toast telling the player they fell in battle and can press Begin Quest to try again; pressing Begin Quest after defeat resets HP, mana, level, XP, runes, kills, player position, enemies, and rune visibility. XP uses a level threshold of current level × 50; on leveling, subtract the threshold, increase the level, and refill HP and mana to 100. The win condition is collecting all 5 runes and defeating all 4 blob-orcs. Once complete, set the quest text to “Asterfall is safe. The village names you its first realmwarden.” and show a “Quest complete! Asterfall is safe.” toast. Do not add extra quest systems, NPC dialogue, inventory, maps, or class-specific abilities beyond these mechanics. Build the interface as a translucent dark green fantasy HUD with thin gold borders and subtle shadow/blur. In the upper-left, show the gold serif title “Asterfall,” then “Class: [selected class] · Level [number] · XP [number],” a red-to-gold HP bar, a cyan/blue-to-purple mana bar, and “Runes: [number]/5 · Blights defeated: [number].” In the upper-right on desktop, or across the lower-middle area above the mobile controls on narrow screens, show a Quest panel with the initial text “Collect five star-runes and drive the blob-orcs away from the village.” Update it to “All runes are yours. Defeat the remaining blob-orcs!” after all runes are collected but enemies remain. Center a class selector near the bottom with three buttons labeled Ranger, Warrior, and Wizard; the active selection is gold while the others are dark green. On touch devices, show a translucent circular joystick at bottom-left and a large orange/gold circular ATTACK button at bottom-right. Use short centered toast notifications for class chosen, rune collection, enemy defeat, damage, leveling, and victory. On first load, show a full-screen dark radial-gradient start card titled Asterfall with the text “Choose Ranger, Warrior, or Wizard, then explore the village, gather star-runes, and fight blob-orcs.” and controls help “Move: WASD / arrows / joystick · Attack: Space / tap attack,” plus a gold Begin Quest button. Hide this start card when the quest begins. Use responsive sizing so the game fills the viewport and the mobile controls appear on coarse pointers or narrow screens.