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Arcade › Castle Shadow

Castle Shadow

  • 3d
  • stealth
  • third-person
  • gothic
  • castle
  • low-poly
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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. Lilim Panties built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Castle Shadow yet. Play it, then tell Lilim Panties what you would add next.

Make your own game

Castle Shadow was built by Lilim Panties 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 Castle Shadow 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 Castle Shadow

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 dark, atmospheric third-person 3D stealth game titled “Castle Shadow.” Use a Three.js-style low-poly scene viewed through a perspective third-person camera that follows the player at about 5.4 units distance. The player is a small female ninja/kunoichi character, loaded as an animated humanoid model, moving through a large rectangular gothic castle chamber at night. The scene should be nearly black-purple overall, with deep charcoal stone, subtle fog, cool moonlight, warm orange torchlight near the entrance, and a blue light near the eastern exit. Use soft shadows and restrained gothic colors: dark stone walls and floor, muted purple-brown pillars, red and blue hanging banners, and small emissive accents.

Build a closed rectangular chamber roughly 24 by 18 units, with a dark stone floor, north/south/west/east boundary walls, and eight square gothic pillars arranged along the interior sides. Each pillar has a tall block shaft and a wider cap. Add three low, broad divider/cover walls inside the room to break up sightlines: one around the center-left, one on the right/lower side, and one in the left/lower area. Place a locked iron door/gate in the center of the eastern wall, surrounded by a brown stone gate frame and a small glowing dark-magenta rune/sign on its face. The gate is solid until the key objective is completed.

Start the player near the southwest entrance at approximately (-9, 0, -6). The player can move with WASD, look with the mouse, run with Shift, jump with Space, and support a mobile virtual joystick. Movement should use gravity and collision against the floor, walls, pillars, dividers, pedestal, and gate. Keep the camera behind/around the player in a conventional third-person perspective.

Place a small stone pedestal in the southwest portion of the room at approximately (-7, 0.45, 5.5). Float a clearly visible gold/iron-colored key above it, made from a ring, shaft, and tooth, with a warm glow. The key gently bobs and rotates. When the player comes within about 1.35 units, collect it: hide the key and its glow, change the HUD key state from “MISSING” to “FOUND,” and show a temporary message such as “You found the iron key. Reach the eastern gate.” The player must then approach the eastern gate within about 2.6 units to win.

Add three simple patrol guards, visually distinct as dark purple low-poly sentries: each has a faceted cylindrical body, a rounded head, a dark visor, and a small angled metallic blade. Place their patrol routes in different parts of the chamber. One patrols around the central area with waypoints near (-6,-1), (-2,-1), (2,-1), (2,2), and (-2,2). A second patrols the upper-right area between approximately (6,-5.7), (9,-5.7), (9,-1.5), and (6,-1.5). A third patrols the lower-right area between approximately (5,6.2), (8,6.2), (8,3), and (4,3). Guards walk their routes continuously, turning toward their next waypoint.

Implement stealth detection based on each guard’s forward-facing sight cone: a guard detects the player only within roughly 7.2 units, in front of itself (forward dot product greater than about 0.25), and when no wall, pillar, divider, or other collision geometry blocks the line of sight. On detection, the guard enters a chase state, follows the player at about 2.55 units/second, and catches the player at about 1.15 units distance. Being caught resets the player to the southwest starting position and displays “A guard caught you — back to the entrance.” Guards lose the chase after their short alert timer expires without seeing the player, then return to their home position and resume patrol. Do not add combat, weapons for the player, health, score, or extra inventory systems; the shown core mechanic is avoiding sight cones through cover.

Create a fixed HUD over the game. At top-left show the serif title “CASTLE SHADOW” and the objective text: “Find the iron key. Stay out of the patrols' sight cones, then unlock the eastern gate.” At top-right show a bordered status panel reading “KEY: MISSING” or “KEY: FOUND.” Near the bottom-left show the controls text “WASD move · Mouse look · Shift run · Space jump · Mobile joystick supported” (hide this hint on narrow mobile screens if desired). Temporary centered-bottom notification messages should fade in and out. When the player reaches the gate with the key, stop gameplay and show a dark translucent full-screen victory overlay with a bordered card, gold heading “ESCAPED,” the line “The castle falls silent behind you.” and a “Play again” button that reloads/restarts the game.

Keep the presentation sparse and moody like the reference: the chamber should be very dark, with silhouettes and only enough purple, blue, orange, and gold illumination to reveal the architecture, key, guards, and exit. Use a black-purple background, fog that fades distant geometry, serif typography for the title/victory card, and understated system sans-serif text for HUD instructions and status.

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