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Blood Court was built by Lana Smith 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 Blood Court 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 browser-based 2.5D vampire court management RPG titled “Blood Court.” Use Three.js for a dark, low-poly gothic manor viewed from a fixed elevated three-quarter perspective: a roughly octagonal manor foundation on a black-purple ground with a dark moat ring, rolling translucent mist, cold moonlight, a red interior glow, and flickering candle lights. The camera should look down from approximately (6.6, 7.2, 8.4) toward the center. Build five selectable low-poly room platforms arranged as a compact castle/manor: Throne Room in the center, Blood Crypt and Treasury behind it left/right, Charm Hall and Hunter Watch in front left/right. Each room is a colored rectangular block with a dark peaked roof; clicking/tapping a room selects it, makes it slightly larger/brighter, and updates the room information panel. Populate the scene with gothic props/stand-ins: a vampire near the throne, a stone altar/throne, a coffin at the crypt, a crypt/vault at the treasury, another vampire at Charm Hall, a square castle tower/door at Hunter Watch, candles around the grounds, plus distant hunter and rival character previews. Use a palette of near-black purple, burgundy/blood red, muted gold, candle orange, cold blue moonlight, and cream text. Use low-poly asset styling, soft shadows, fog, and subtle animated mist/candle flicker. Start with these resources and state: 42 Blood, 75 Gold, 18 Influence, Chapter 1 “The Manor Wakes,” Throne Room selected, five rooms at level 1, and zero thralls. The top HUD should show the Blood, Gold, and Influence counters and the current chapter/name. Use dark translucent glass-like panels with thin red borders, inset shadows, cream/gold typography, a gothic serif for headings, and compact responsive mobile layouts. The visible UI should include: a left room-management panel showing the selected room name, description, level, effect, thrall count, upgrade cost, and buttons for “Collect Tribute,” “Upgrade Room,” and “Recruit Thrall”; a right panel listing companions and missions; and a bottom action bar with “Story Chapter,” “Patrol for Hunters,” and “Final Rival Duel,” plus a status/toast message. On short or narrow screens, keep the controls usable with responsive panels and horizontal bottom-bar scrolling; on very narrow mobile screens hide the right panel and place the room panel above the bottom bar. Implement the management loop exactly as follows. Collect Tribute grants Blood equal to 8 + 5 times Blood Crypt level + 2 per thrall, and Gold equal to 9 + 6 times Treasury level + 1 per thrall. Also, every six seconds grant passive Blood equal to 4 + 2 times Crypt level + thralls and Gold equal to 5 + 3 times Treasury level + thralls. Upgrading the selected room costs 38 times its current level in Gold and 18 times its current level in Blood; if affordable, increase its level, visually raise the room slightly, and if it is the Throne Room add 3 Influence. Room effects shown in the UI are: Throne Room “Influence cap + mission power,” Blood Crypt “+ blood every few seconds,” Treasury “+ gold every few seconds,” Charm Hall “Thralls boost income,” and Hunter Watch “Battle health + damage.” Recruiting a thrall costs 28 + 14 times the current thrall count in Blood, adds one thrall, and adds 1 Influence. Provide three companions: Mira Nocturne (Duelist, power 3), Count Orlok (Schemer, power 2), and Selene Veil (Enchanter, power 2), each with XP and a busy/ready status. Provide three missions: “Visit the Mist Village” costs 12 Blood and on success rewards 30 Blood at risk 4; “Infiltrate Noble Ball” costs 18 Blood and rewards 45 Gold at risk 5; “Spy on Rival Clan” costs 22 Blood and rewards 4 Influence at risk 6. A ready companion can be assigned to a mission, pays the cost, and is away for 14 seconds. Resolve it using companion power + Throne level + Hunter Watch level + floor(XP/2) plus a random 1–5 roll; success grants the stated reward, gives 1 XP, and every third XP adds 1 power. Failure subtracts 3 Influence, and reaching zero Influence causes game over. Story progression has five chapters: “The Manor Wakes,” “Moonlit Bargains,” “Hunters at the Gate,” “Rival Bloodline,” and “Twilight Coronation.” The Story Chapter action advances one chapter only when Influence is at least 12 + 4 times the current chapter and Throne Room level is at least the current chapter (capped at level 4); advancement adds 2 Influence and 35 Gold. Once Chapter 5 is reached, show that the final chapter is open. The win condition is reaching Chapter 5, upgrading the Throne Room to level 4, then starting and winning the Final Rival Duel against Lord Varkos. The Final Rival Duel button must remain disabled until both requirements are met. Implement the Patrol for Hunters button as a turn-based Castle Encounter. Start against a randomly selected “Dawn Hunter” or “Rival Emissary.” Player battle health is 26 + 6 times Hunter Watch level + the sum of all companion powers. Normal enemy health is 28 + 5 times the current chapter. Display a centered battle modal with title, your court HP, enemy name/HP, a battle log, and exactly three ability buttons: “Crimson Bite,” “Mesmerize,” and “Shadow Guard.” Crimson Bite deals 8 + 2 times Blood Crypt level and grants 3 Blood. Mesmerize deals 5 + 3 times Charm Hall level + thralls and adds 3 shield. Shadow Guard deals 4 + 2 times Hunter Watch level and adds 8 shield. After each attack, if the enemy survives, deal incoming damage equal to max(1, floor((8 for normal encounters, 13 for final duel) + turn*0.8 - shield)), then reduce shield by 5, advance the turn, and check defeat. Winning a normal encounter adds 3 Influence and 22 Gold. Losing subtracts 4 Influence; if Influence reaches zero, show game over. The final duel uses 72 enemy HP, stronger incoming damage, and on victory sets a clear victory state/message: “VICTORY — the twilight court belongs to your clan.” Losing the final duel subtracts 8 Influence. Game over should clearly state that Influence reached zero. Include click/confirmation interface sounds and begin a very quiet low drone after the first interaction, but keep audio nonessential and robust if unavailable.