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Arcade › Chi Graves
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Chi Graves was built by Henry Cox IV 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 Chi Graves 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.
Recreate a playable dark-fantasy 3D exploration/combat game titled "Chi Graves". Use a Three.js-style third-person perspective with a high, slightly behind-the-player camera: the camera follows a small young boy avatar from about 14 units above and 17 units behind, looking toward the ground ahead. The world is a long north-south landscape with a village at the southern/start end, a graveyard minefield to the north, and a deep grave forge at the far north. Keep the mood low-poly and atmospheric: dark purple-black background and fog, warm fire-colored lighting, cool fossil tones, soft shadows, emissive crystals, and a star field high in the sky. The player is a simple stylized boy represented by a pale capsule-shaped body, a round peach-colored head, and a glowing torus aura around his feet. Start him in the village near z=48, with the village centered around z=56. Build a circular gray-green village clearing, scattered rocks, six dark green cone-shaped trees, and four small huts made from ochre rectangular bases with burgundy pyramid/cone roofs. Place a stone legends well at the village center around z=58: a gray cylindrical open ring, blue glowing water, and a small bobbing orange-red glowing fish visible in the water. The initial objective is "Reach the legends well." Approaching and pressing Interact at the well makes the fish disappear and activates the player’s fire bloodline, opens the gate, increases movement speed, and changes the objective to mining chi stones. Show a toast explaining that the fire fish bites the hand and wakes flame and prophecy. At the passage toward the graveyard, around z=18, place a gate with two tall gray stone pillars and a horizontal warm orange-brown bar. The bar begins low/closed and rises high when the fire fish is acquired. Beyond it, create a large dark circular grave plate around z=-72 with scattered rocks and several giant fossilized skeleton arcs: pale bone semicircular spine/rib structures at roughly (-10,-70), (12,-78), and (2,-58). Include six floating elemental crystal deposits in this grave region. Each is a glowing faceted octahedral crystal with a rotating/pulsing ring, hovering around y=1.8: two orange-red Fire stones at (-14,-66) and (15,-92), two pale silver/gray Stone stones at (11,-58) and (-5,-85), and two cyan-blue Storm stones at (-16,-94) and (7,-73). Every deposit requires three Strike or Interact actions to break. When it breaks, hide it and add one to its matching Fire, Stone, or Storm counter. Mining any Fire stone unlocks the fire cosmetic (if not already unlocked); mining Stone unlocks the fossil cosmetic; mining Storm unlocks the sky cosmetic. The player can mine stones with Space/Strike when close, or E/Interact. At the deepest end around z=-102, place a forge altar: a large gray cylindrical stone base with a floating rotating orange emissive octahedron core and a wide glowing ring on the ground. Once the player has collected at least three total elemental stones, interacting at the altar forges a comet blade. Make a bright rectangular golden-orange sword appear beside/in the player’s right side, with emissive fire coloring and a translucent sweeping trail during attacks. Change the objective to defeating five grave shadows. If the player tries to forge earlier, show a toast saying at least three elemental stones are needed. After the sword is forged, spawn exactly five grave shadows at approximately (-8,-84), (12,-72), (5,-97), (-15,-61), and (16,-89). Each enemy is a hovering dark purple sphere with a subtle purple emission and one small glowing warm-yellow eye. Each starts with 3 hit points, slowly bobs vertically, turns toward and pursues the player at about 2.6 world units per second, and warns with a toast when close. Pressing Strike within about 4.5 units damages every nearby living shadow by one hit and knocks it slightly away; hide a shadow at zero HP and increment the defeated count. Display the objective as "Defeat the grave shadows — N/5 broken." After all five are defeated, pause the game, mark victory, and show the ending objective "Legend awakened. You carry fire, stone, storm, and prophecy onward." with a final toast that the graves answer and this is the first rise of the legend. Implement the narrative progression exactly: before the well, Vision is dormant; after the fish, Vision becomes usable and the gate is open; collect three total stones; forge the sword; defeat the five shadows. Do not allow sword attacks before forging: Strike near an elemental stone mines it, while Strike elsewhere explains that the player should use Strike beside a stone or forge the sword first. Interact should prioritize the well, then forge, then a nearby stone, and otherwise report that no legend answers nearby. Clamp player movement to approximately x=-30..30 and z=-110..78. Add the Vision power on Q or the mobile Vision button. Each use cycles through three labels in order: "Past Vision", "Present Echo", and "Future Prophecy". It lasts about 4.4 seconds, displays a large expanding translucent colored ring at the player’s feet, briefly shifts the environment palette, and shows one of these messages: "Past Vision: the bones remember a buried path.", "Present Echo: the world sharpens and hidden names glow.", or "Future Prophecy: the sky warns you where danger gathers." Use warm brown for Past, pale blue for Present, and lavender-purple for Future. During vision, crystals pulse more strongly. Add a cosmetic cycle on C or the mobile Style button. Begin with the unlocked "Ashen Ember" style and show its hint "The first fire-blood style." Unlock and allow cycling through "Bonfire Crown" (orange-red aura and pale-gold blade; unlocked by the fish/forge), "Fossil Edge" (cool pale aura and white blade; unlocked by Stone chi), and "Sky Rift" (cyan aura and icy blade; unlocked by Storm chi). Update the player aura, sword, sword trail, cosmetic name, and hint when the style changes; if only Ashen Ember is available, explain that more chi must be mined. HUD and interface: put a translucent, rounded dark panel across the top with thin warm-gold borders. Show OBJECTIVE and the current objective, then four status columns: FIRE, STONE, STORM counters and VISION, whose value is Dormant before the fish and the current vision label afterward. Put a bottom-left translucent rounded mobile D-pad with left, center/action, right, up, and down controls, and a bottom-right vertical stack of large rounded buttons labeled Vision, Style, Strike, and Interact. Support keyboard controls WASD and arrow keys for movement, E for Interact, Space for Strike/Mine/Attack, Q for Vision, and C for Style. Include a centered start/story overlay before play begins with the title Chi Graves, the village legend text about a living fire fish in the well, elemental stones beneath giant graves, the controls, and a prominent "Begin the legend" button. Keep toast messages visible temporarily near the lower/central HUD area. Use responsive controls so the game works with keyboard and touch/mobile buttons. Provide no extra boss, dialogue system, save system, sorcery abilities, or weapon types beyond this described playable slice.