Arcade › Blackforge Warrior
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Hanzo Hazuki85 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Blackforge Warrior yet. Play it, then tell Hanzo Hazuki85 what you would add next.
Blackforge Warrior was built by Hanzo Hazuki85 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 Blackforge Warrior 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.
Rebuild a playable third-person 3D dark fantasy action game titled “Blackforge Warrior.” Use a Three.js-style 3D scene with a perspective camera following the player from behind at about 6 units, smooth third-person movement, shadows, fog, and a dark near-black blue background. The ground is a large matte charcoal plane, with a thin glowing violet ritual ring (roughly 4.6-unit radius) laid flat around the central objective area. Light the scene with cool ambient/hemisphere light, a warm directional key light that casts soft shadows, and a strong purple point light near the objective; the overall look should be moody, cinematic, and low-poly RPG fantasy. The player is a small armored humanoid warrior viewed from behind, using a Quaternius-style RPG Warrior model with a red scarf added around the neck and a dangling scarf tail. Start the player at approximately (0, 0, 7), facing toward the central objects. Keep the warrior in an idle animation when stationary and use a running animation while moving. Allow WASD and arrow keys to move the warrior; support the same interactions through large touch-friendly on-screen buttons. The camera follows the player in third person. The game should also support the configured third-person gravity/jump movement if supplied by the movement controller, but do not add a separate jump UI or describe it as a core objective. At approximately (0, 0, -3.2), place a chunky dark stone/earth block, scaled about 1.15, representing the earth containing the material. Surround its base with seven small faceted black ore crystals: glossy almost-black metallic low-poly icosahedral chunks, slightly elongated vertically, with a subtle purple emissive glow. The ore cluster is the first objective. Initially the sword object is hidden and the ore is visible. When the player walks within roughly 2.35 units of the ore/stone, mark the black material as collected and update the objective text to: “Black material collected. Press E or tap TRANSFORM SWORD.” Provide an initially disabled red “TRANSFORM SWORD” button in the lower-right corner. Pressing E or tapping that button after collection transforms the player: reveal a dark stone sword next to the warrior, recolor it to near-black with high metallic roughness/metallic contrast and purple-magenta emissive accents, hide the ore cluster, and emit a burst of red and violet particles around the player. Show a brief red radial screen flash. Disable the transform button afterward. Before transformation, the status text must say “Find the black material in the earth.” After transformation, show “Tiamat awakens! Close the distance and attack with SPACE.” The sword can have a subtle idle rotation before transformation if it is revealed in the scene, but it must remain invisible until the transformation. Spawn the boss “TIAMAT — THE MOTHER OF MONSTERS” as a large evolved dragon/monster model at approximately (0, 0, -10), scaled about 3.2 and initially facing back toward the player. Play its flying-idle animation. Keep a centered top HUD boss panel with the exact boss name, dark translucent background, violet border, and a full health bar with a red-to-purple gradient. Tiamat should become active when the player is within about 13 units: turn toward the player and slowly move closer while remaining on the ground-level movement plane, stopping at approximately 5.2 units. The boss health starts at 100. Provide an “ATTACK” button above the transform button in the lower-right and support SPACE to attack. Attacking is only possible after transformation, has a roughly 0.55-second cooldown, and plays the warrior’s “Sword_Attack” animation. If Tiamat is within about 5.3 units, each successful attack removes 12 health, updates the boss bar, and produces the same red/violet particle burst. Display “Black Sword strike! Tiamat roars — [remaining health]% health left.” after a hit. If the boss is too far away, display “Too far away. Move closer to Tiamat.” Do not deal damage before transformation, during cooldown, or after the boss dies. At zero health, set the bar to empty, display “Tiamat falls. The Black Sword has conquered the ancient legend.” and play the boss “Death” animation. HUD styling: full-screen canvas with no scrolling; top-left translucent dark rounded panel with a thin red border, uppercase red title “BLACKFORGE WARRIOR,” and the current objective/status beneath in light gray. At top-right, show a small dark rounded hint panel reading exactly “WASD / arrows to move · E transforms · SPACE attacks.” At the center top, show the Tiamat health panel. Bottom-right buttons should be large, rounded, shadowed, and touch-friendly: red transform button disabled in gray until collection, and purple attack button. Keep all UI over the 3D scene, with the player, central stone, glowing ring, ore, and approaching dragon clearly readable through the dark fog. Use cinematic soft shadows, fog beginning around 18 units and ending around 46 units, purple rim lighting, red/violet particle effects, and restrained emissive materials rather than bright daytime colors.