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Arcade › Chroniques d'Astralune
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Chroniques d'Astralune was built by Jaay B 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 Chroniques d'Astralune 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 French-language browser idle RPG titled “Chroniques d'Astralune”. Build a dark fantasy 3D expedition scene rendered in Three.js with a fixed elevated three-quarter perspective camera: a small square stone-floored room (roughly 7x7 tiles), low fantasy walls around the perimeter, a fortified gate centered on the rear wall, two columns near the front corners, and two barrels along the sides. Use a dark navy background with subtle fog, soft warm directional lighting, cool ambient light, violet accent lighting, shadows, and a polished low-poly fantasy asset style. The room should contain a party of three animated 3D characters near the front/middle: the selected hero at left-front, a ranger companion in the center, and a cleric healer at right-front, facing a goblin enemy positioned farther back. Characters should have idle animations; the enemy should subtly sway/rotate. The selected “Ombre” class may use the ranger model because the original implementation does so, while the other hero choices use their corresponding warrior, ranger, or cleric models. The game is an automatic combat/expedition idle RPG rather than a manually controlled action game. Combat advances automatically about once every 0.9 seconds while not paused: reduce the enemy’s 100% HP by max(1, current power*0.045 + a random value from 0 to 3). Show a live enemy HP percentage bar. When the enemy reaches zero, advance to the next floor, reset enemy HP to 100%, grant 18–30 XP and 16–33 gold, generate one of the loot names “Anneau des braises”, “Cape de brume”, “Lame d’azur”, or “Gants du veilleur”, and show a victory message that the group reached the next floor and a new chest awaits. Reset chest-claimed status on each floor. XP is out of 100; when it reaches 100, subtract 100, increase hero level by one, and increase power by 4. At level 10, display an evolution toast using the selected class’s evolution name. The room title should use these floor names in sequence: “Vestibule des lucioles”, “Galerie des miroirs”, “Crypte des racines”, “Observatoire oublié”, “Trône du gardien”, then “Sanctuaire astral” afterward. Overlay the 3D scene with a responsive, non-blocking HUD in French. Use a deep navy page background and translucent near-black panels with thin subtle borders, rounded corners, soft shadows, gold highlights, violet/pink progress gradients, and compact system UI typography. At top left place a branded panel with the title “Chroniques d'Astralune” and subtitle “Idle RPG • expédition automatique • classe évolutive”. At top right show three stat pills: “Étage” (initially 1), “Or” (initially 120), and “Puissance” (initially 28), with gold numeric values. On the right side, stack three panels. First, “HÉROS”: show “Aren, Novice” initially, class “Guerrier • niveau 1”, a sword icon, and an XP progress bar with “0 / 100 XP”. For level 10 or higher, change the hero name suffix from “Novice” to the selected class evolution. Second, “CHOISIR UNE CLASSE”: provide four clickable two-column buttons: “⚔️ Guerrier” with “Tank • épée lourde”, “🏹 Ranger” with “Critique • distance”, “✨ Clerc” with “Soin • magie sacrée”, and “🗡️ Ombre” with “Vitesse • poison”. Highlight the selected button with a gold border. Class base power values are Warrior 28, Ranger 31, Cleric 25, and Ombre 34; after changing class, calculate power as base power plus 4 times (level minus 1), restart the party models, and show a brief selection toast. Their evolution labels are respectively “Chevalier astral”, “Œil céleste”, “Oracle solaire”, and “Assassin lunaire”. Third, “BUTIN RÉCENT”: show an item tile with a shield emoji and initially “Bouclier de cuivre”, rarity text “Commun • +3 puissance”; on every fifth floor use “Épique • +12 puissance” for the rarity label. Along the bottom, place a wide combat panel from the left toward the right-side HUD. Its header should read “Salle 1 — Vestibule des lucioles” initially, with “PV ennemi 100%” aligned right, followed by a red/pink enemy HP bar and a log area initially saying “L’expédition commence. Ton groupe avance automatiquement...”. Add two controls at bottom right: a gold “Réclamer le coffre” button and a dark secondary “Pause” button. Clicking the chest button once should grant +35 gold and +3 power and show a toast “Coffre ouvert : +35 or, +3 puissance”; clicking it again before the next floor should show “Coffre déjà réclamé”. Clicking Pause should stop/resume automatic combat, toggle the button text between “Pause” and “Reprendre”, and show “Expédition en pause” or “Expédition relancée”. Use short centered toast notifications with gold borders for these messages. Make the layout responsive: on narrow screens reduce/scale the right panels, keep the bottom combat panel and controls usable, and hide the brand subtitle. Do not add manual movement, attacks, inventory screens, or extra gameplay systems; the core experience is the visible 3D auto-expedition plus the specified HUD and buttons.