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Arcade › Blade Grove
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Matilda Belle built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Blade Grove yet. Play it, then tell Matilda Belle what you would add next.
Blade Grove was built by Matilda Belle 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 Blade Grove 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 top-down fantasy action-adventure called “Blade Grove,” styled like a polished storybook 16-bit quest game. Use a slightly angled perspective camera that follows the hero around a circular, bounded overworld meadow; the camera is elevated above and behind the player, looking down toward the ground, with soft shadows, fog, and bright green woodland colors. World layout: Make a roughly circular grassy arena surrounded by a ring of chunky tan-gray cliff blocks. The meadow has a tan north-south path and an east-west path crossing at a central circular plaza. Place a blue pond with a stone rim on the left side, four floating green lily pads, and a short wooden plank bridge crossing near it. Scatter stylized low-poly trees around the outside and edges, gray rocks, small colorful flowers, and many clusters of tall green grass. Add two wooden signposts: one near the north path reading “Shrine ahead. Gather the relic pieces.” and one on the east side reading “Slash the tall grass for rupees and hearts.” Trees, rocks, signs, the shrine, and the arena boundary block movement. At the north end, build a small stone shrine: an octagonal raised base with four pale columns and a glowing, rotating blue crystal. Put a wooden treasure chest just in front of it. The player starts at the opposite, southern end of the grove. The hero is a small stylized adventurer wearing a green tunic, green pointed cap, golden hair, tan face, brown belt, and a blue shield. Give the hero a short glowing sword slash arc that appears in front of the facing direction during attacks. Core goal and progression: Explore the grove, defeat all five wandering purple slimes, collect three floating golden relic-piece crystals, then return to the chest at the shrine. The chest only unlocks after all 3 relics are collected and every slime is defeated. When unlocked, make the chest glow; approaching it automatically opens it, reveals the Forest Emblem through a glowing effect, and completes the quest. Show a win overlay saying “Quest Clear” and explaining that the shrine was restored and the Forest Emblem claimed. If the player loses all health, show a “Downed” overlay with a retry button; restart resets the entire quest. Enemies: Place five purple blob/slime enemies at fixed positions spread across the grove (southwest, southeast, northwest, northeast, and near the center). Each has a rounded purple body, a lighter purple top bump, large white eyes with black pupils, subtle bouncing/wobbling animation, and simple wandering behavior that drifts when far away but chases the player when within range. Each slime has 2 health and requires two sword hits. On defeat, remove it and sometimes drop a glowing turquoise rupee pickup. Contact with a slime damages the hero, causes knockback, and grants brief invulnerability. Collectibles and combat: Place three hovering, rotating gold octahedral relic pieces at the west side, east side, and north side of the grove. Walking near one automatically collects it. The hero has 3 hearts, shown as filled and empty heart icons. Movement uses WASD or arrow keys on desktop and a touch on-screen four-directional D-pad on mobile. Press J or the on-screen ATTACK button to perform a brief forward sword swing with a visible golden blade arc; attacks have a short cooldown and can hit slimes and tall grass. Press K or the on-screen DASH button for a short fast burst with a cooldown and temporary invulnerability. Movement should face the latest input direction, be constrained to the circular arena, and be pushed away from obstacles. Grass interaction and pickups: Tall grass patches gently sway. Sword-slashing a nearby patch cuts it down with a brief shrinking animation. A cut patch has a chance to spawn a hovering glowing turquoise rupee; it has a smaller chance to spawn a red heart. Walking over a rupee adds one to the rupee counter. Walking over a heart restores one health up to the 3-heart maximum; if already full, convert the heart into one rupee. Defeated slimes may also drop rupees. HUD and presentation: Overlay a translucent dark green/brown storybook HUD. At the top show the title “Blade Grove,” subtitle “A storybook quest slice with a classic overworld feel,” and counters for “Relics: 0/3,” “Rupees,” “Foes,” and hearts. Under it, show a pill-shaped quest tracker that initially reads “Find the 3 relic pieces, clear the monsters, then claim the shrine chest.” Change it after all relics to “All relic pieces found. Defeat the last monsters.” and after the chest unlocks to “Return to the shrine chest and claim the emblem.” Show temporary rounded message banners for quest start, signpost text, hits, relic pickups, heart pickups, and chest unlock. At the bottom show a centered control tip explaining movement, J/ATTACK, K/DASH, and cutting grass; show touch controls with a four-button D-pad at lower left and circular ATTACK and DASH buttons at lower right. On first load, pause the game behind a large centered dark translucent overlay card titled “Blade Grove.” Include text describing the original top-down fantasy quest, the objectives to explore, slash blobs, cut grass for pickups, gather 3 relic pieces, and return to the shrine chest, plus desktop instructions “Move with WASD / arrows, J attack, K dash.” Include a prominent rounded “Begin the Quest” button. Use warm parchment-gold typography, dark green/brown translucent panels, emerald grass, blue water, purple enemies, gold relics, and soft low-poly geometry throughout. Include smooth camera following, idle/hover animations, attack and hit flashes, shadows, and responsive desktop/mobile controls.