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Blade Grove

  • 3d
  • action-rpg
  • hack-and-slash
  • survival
  • top-down
  • forest
  • skeleton
  • wave-based
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. Richard Hammon built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blade Grove yet. Play it, then tell Richard Hammon what you would add next.

Make your own game

Blade Grove was built by Richard Hammon 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.

Read the build brief for Blade Grove

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/close-follow action RPG called “Blade Grove.” The player controls a readable sword-wielding skeleton hero in a circular haunted forest arena. Use a closer third-person follow camera positioned behind and above the character (around y=7, several units behind), looking slightly ahead of the hero; smoothly follow the player. Render a dark blue-green forest scene with fog, soft shadows, a large circular grassy arena and raised torus-like boundary. Scatter simple stylized trees made from brown trunks and green conical crowns plus gray rocks around the arena perimeter and interior. Keep the presentation stylized but grounded and semi-realistic, with simple low-poly environmental meshes and a dark nocturnal palette.

Build the hero as a detailed assembled skeleton rather than a simple capsule: pale bone skull with dark eye sockets and small glowing cyan eyes, brow, nose cavity, cheeks, jaw and teeth; rib cage/sternum partly covered by blue-gray chest and back armor; belt and leather elements; bone arms and legs with armor-like feet; a torn dark back cloak with separate hanging tears; and a large bright metallic sword held in the right hand. Include a visible grounded walk animation with torso bob, hip sway, alternating legs with bent shins and lifted feet, arm swing, slight shoulder twist, cloak drag, and a forward lean during dashing. Rotate the hero to face movement direction. During attacks show a bright golden crescent/arc slash effect in front of the sword.

Core loop: begin on a full-screen dark translucent overlay card titled “Blade Grove,” tagged “Action RPG Slice,” with the description about fighting cursed spirits as a sword-wielding skeleton and surviving growing waves in a closer 3D forest arena. Show controls: Move with WASD, arrow keys, or the left pad; Attack with Space or Slash; Dash with Shift or Dash; Goal is to defeat enemies, gather spirit wisps, and keep leveling. Start with a prominent “Start Hunt” button. Once started, place the player at the arena center and display a top HUD panel containing a red Health bar with label like “Health 100 / 100,” a cyan/mint Spirit XP bar, and numeric Level, Score, and Wave values. Show temporary centered messages such as “Hunt begins — stay moving,” wave surges, and level-up notifications.

Movement should be responsive in the four cardinal directions with normalized diagonal movement. Keep the player within the circular arena boundary. Space/Slash performs a melee sword attack on a roughly 0.42-second cooldown, active for about 0.2 seconds, damaging nearby enemies within roughly 3.45 units and primarily in front of the player; use power 18 initially and knock enemies backward. Shift/Dash rapidly moves in the current input direction (or facing direction if no input) for about 0.18 seconds, has about a 1.15-second cooldown, grants brief invulnerability, and emits a mint expanding ground pulse. P or Escape and the pause button toggle pause; while paused, show a “Paused / Catch your breath” overlay with Resume and Restart Run buttons, and freeze gameplay.

Enemies are cursed spirits represented by floating low-poly capsule-like meshes that chase the player and deal contact damage. Use at least two visible types: purple chasers, smaller and faster, with about 24 base health, 10 contact damage, and 10 score; and larger red brutes, slower and tougher, with about 44 base health, 18 contact damage, and 18 score. Spawn them near the outside edge of the arena, have them steer toward the player, gently vary their pursuit, face the player, and flash red briefly when hit. Maintain a growing population up to about 18 enemies, spawning roughly 2 plus twice the wave number with a short repeating spawn timer. Brutes begin appearing in later waves. Enemies attack on contact with per-enemy cooldowns and knock the player back; player invulnerability prevents repeated instant damage. When health reaches zero, end the run.

Defeated spirits drop two mint glowing octahedral “spirit wisp” pickups, or three from a brute. Wisps hover and bob, rotate, and are magnetically pulled toward the player inside roughly 4.5 units; collecting one within about 1.1 units grants 2 Spirit XP and 1 score. XP begins at 0/10. On reaching the threshold, level up repeatedly if applicable: subtract the threshold, increase the next threshold by roughly 35% plus 4, increase max health by 14, heal 24 up to the new maximum, increase sword power by 4, and increase move speed slightly. Display a temporary “Level N! Power and health increased.” message.

Track wave progression through kills: once the current kill counter reaches 22 plus 9 times the wave number, reset that kill counter, advance the wave, and spawn a burst of 3 plus twice the wave number enemies with a message like “Wave N surges in.” Make later waves progressively harder through enemy health/speed and additional brutes. The run ends on zero health with a dark overlay tagged “Run Ended,” title “The grove pushed back,” and a summary showing current level, score, waves cleared, and spirits defeated, plus a “Hunt Again” restart button that fully resets player stats, score, wave, enemies, wisps, and position.

Make the interface responsive for desktop and mobile. On mobile, overlay a translucent four-direction D-pad in the lower left and two large circular action buttons in the lower right labeled “DASH / Shift” and “SLASH / Space”; support holding movement buttons and tapping attack/dash. Keep a pause button at upper right. Use rounded translucent navy panels, blurred backgrounds, pale text, mint/cyan accents for XP and buttons, amber/gold for attack feedback, red for health/damage, and clear accessible typography. Do not add unrelated weapons, magic, loot choices, bosses, ranged enemies, towns, quests, or other features beyond this loop.

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