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Completion Throne

  • 3d
  • top-down
  • collection
  • story
  • arcade
  • sci-fi
  • neon
  • survival
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. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Completion Throne yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Completion Throne was built by Oleg Sidorkin 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 Completion Throne 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 Completion Throne

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 3D sci-fi storytelling collection game titled “Completion Throne” (the HUD title may read “THRONE OF 100%”). Use Three.js or an equivalent real-time 3D engine with a dark near-black background and a fixed elevated, top-down perspective camera that follows the player across a circular arena. The arena is a broad dark blue-gray cylindrical platform about 24 units across, with a faint cyan/blue square grid, a bright cyan neon torus around its outer edge, subtle fog, glowing atmospheric lighting, and soft shadows. At the far side of the arena, build a shrine/throne: a dark futuristic rectangular throne base and a large upright hologram/trading-card display backed by a dark blue plate. Apply the provided asset “assets/a_legendary_completionist_char.jpg” to the upright card as the Completionist artwork, with a cyan point light/glow around the shrine.

The player is a small glowing cyan capsule-like humanoid/checkmark runner with a tiny gold five-sided cone crown floating on top. Start the player near the front of the arena at approximately (0, z=6). The player moves freely in the X/Z plane at a constant speed of about 6 units per second and is clamped inside the arena radius (roughly 10.85). Support WASD and arrow keys on desktop. On touch devices show a circular translucent virtual joystick at bottom-left; dragging its inner glowing cyan/blue knob controls movement. Rotate the player toward the movement direction.

Place exactly 10 collectible golden memory/checklist shards around the arena at varied positions: approximately (-7.5,-4.2), (-4.4,-7.2), (0,-5.6), (4.7,-6.5), (7.6,-3.2), (-8.2,2.5), (-4.8,4.8), (0.8,2.7), (5.5,3.9), and (8.4,0.7). Represent each shard as a bright emissive gold/yellow rotating octahedron that gently bobs vertically. When the player gets within about 0.82 units, hide the shard, increment collection progress, and award score equal to 100 plus the player’s current rounded-up Integrity. Each collected shard opens a story dialogue beat and pauses all gameplay.

Add exactly three red/pink glitch drones represented by glowing faceted icosahedron-like objects. They orbit the arena continuously while active, on circular paths with radii about 5.4, 7.7, and 3.2, angular speeds about 0.72, -0.55, and 1.05, and different phase offsets. Give them subtle bobbing and rotation. If a drone comes within about 1.08 units of the player, drain Integrity at 34 percentage points per second. Start Integrity at 100%; show defeat when it reaches zero, set it to zero, stop gameplay, and display a centered dark translucent message panel with the heading “Story Broken” and text explaining that the red doubts erased the last page and the player should press Restart. Drones must freeze completely while story dialogue is open so the player can safely read.

The game begins paused with a story panel open. Use a sequence of 11 dialogue beats: an opening Archivist beat with a “Begin” button, one beat after each of the first 9 shard collections with a “Continue” button, and a final Completionist beat after shard 10 with an “Again” button. Use these exact story texts:
1) Speaker Archivist: “The Completionist sits beyond the arena, crowned by every finished task. You are the last unfinished line in the ledger.”
2) Speaker Shard I — The First Check: “A checklist is not a cage. It is a map. The first mark proves the path still remembers your name.”
3) Speaker Shard II — The Red Doubt: “Glitches circle whenever a promise gets difficult. They do not hate you; they feed on abandoned starts.”
4) Speaker Shard III — The Crown: “The tiny crown you carry is borrowed. Earn it by finishing what the throne could only display.”
5) Speaker Shard IV — The Trophy Room: “Every trophy here began as a messy first attempt. Perfection arrived late, wearing work boots.”
6) Speaker Shard V — The Missing Page: “One page of the legend was torn out: the part where the hero wanted to quit and kept moving anyway.”
7) Speaker Shard VI — The Neon Oath: “The ring burns bright because someone promised to return. Cross it enough times and the promise becomes true.”
8) Speaker Shard VII — The Quiet Score: “The score is not the story. The story is how much integrity you keep while chasing it.”
9) Speaker Shard VIII — The Checklist Storm: “Tasks swirl like comets around the throne. Choose one. Finish one. The storm gets smaller.”
10) Speaker Shard IX — The Almost End: “The last ten percent is where legends are made. The throne leans forward. It knows this feeling.”
11) Speaker The Completionist: “You did not find the legend. You completed it. The throne records your name under one word: Finished.”

Put the story dialogue near the bottom center in a wide dark translucent/gradient panel with rounded corners, thin gold border, inner cyan/gold glow, cyan uppercase speaker label, cream story text, and a pill-shaped gradient gold-to-cyan action button. The action button closes the opening/collection dialogue and resumes play; after the final dialogue, clicking “Again” resets the entire game to the initial state. A Restart pill button remains at bottom-right at all times and resets the score, collection, Integrity, player position, drones, shards, and story sequence.

HUD layout: fixed overlay over the canvas. At top-left, show a rounded dark translucent panel with cyan border/glow, bold cyan title “THRONE OF 100%”, and subtitle “Collect memory shards to reveal the legend”. At top-right, show a matching panel with right-aligned white text: “Chapter 0/10”, “Checks 0/10”, and “Integrity 100%”, updating the numbers as shards are collected and damage occurs. Include the bottom-left joystick only for coarse-pointer/touch devices. Maintain a polished neon cyber-fantasy visual style: black/navy environment, cyan player and interface accents, luminous gold collectibles and dialogue borders, red/pink hostile glitch drones, atmospheric fog, emissive materials, and clean system sans-serif UI typography. The sole objective is to collect all 10 shards, read/completed all story beats, and finish the legend before the drones reduce Integrity to zero. Provide responsive resizing and mobile-friendly controls.”

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