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Arcade › Crossroads Wardens
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Crossroads Wardens was built by Grif H11 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 Crossroads Wardens 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 playable narrative road-trip RPG titled “Crossroads Wardens” as a Three.js nighttime diorama with a HUD-driven choice system. The player is one of two monster-hunting brothers traveling in a patched-up van across four U.S. states, investigating a small supernatural case in each town, helping locals, building trust with Eli, gathering enough clues, and then confronting that chapter’s monster. Visuals and camera: Render a low-poly, stylized 3D scene from a fixed elevated perspective, looking down a dark road toward the horizon. Use a perspective camera around position (0, 5.2, 12.5) aimed near the center of the scene, with dark blue nighttime fog, a star field, soft moonlight, shadows, and a nearly black circular ground. A broad dark road runs into the distance with regularly spaced pale-yellow dashed center lines that animate toward the viewer, suggesting travel. On the left shoulder place a small glowing campfire/core between two crossed brown logs, with flickering light. On the right place a boxy blue-gray van with a cab and four black wheels. Near the foreground/center-left place two simple low-poly human hunters: the player in a dark blue-gray body with a tan diagonal sash and Eli in a dark maroon body with a blue sash; each has a simple peach-colored spherical head. At the far end of the road place a hovering faceted/octagonal red monster with two dark horns, glowing amber eyes, and a rotating orange aura ring. Give the monster subtle pulsing and bobbing animation. The campfire should flicker, the hunters should gently bob, and the road dashes should scroll. In battle, bring the monster closer, make it rotate and pulse, and slightly move the camera for tension. Chapter colors should alter the sky/fog, ground, fire accent, van, monster, eyes, and aura. HUD: Overlay the scene with responsive, pointer/touch-safe panels that do not block the 3D canvas except where controls are shown. At the top show pill-shaped stat chips for State, Target, Clues, Health, Bond, Helped, and Cash, plus buttons “Talk to Eli” and “Journal.” At the bottom show a translucent case-file card with the current story title, narrative text, contextual action buttons, and a Road Log card listing recent events. Use a dark glassmorphism style with rounded corners, pale text, muted blue-gray secondary text, gold accent text, blue controls, and gold primary buttons. On mobile stack the cards and use large touch-friendly buttons. When in combat, show a horizontal battle-focus meter and a hint explaining that the player should build enough momentum and strike before the creature overwhelms them. Use modal/side choice panels for conversations, journal entries, and risky travel decisions. Game state and chapters: Start with hunter “You,” brother “Eli,” chapter 1, health 5, bond 3, cash 42, clues 0, people helped 0, monsters defeated 0, and investigation mode. Track current state/town/target, clues and chapter clue goal, health capped at 6, bond capped at 6, danger capped at 4, cash, people helped, monsters defeated, battle focus, current scene mode, and a recent log of up to eight entries. The route is: 1. West Virginia, town Blue Creek, target Ash Moth, clue goal 3, with a case about mine workers vanishing after hearing wings in tunnels. Evidence includes ash dust, burnt prayer cards, and a witness who says it mimics a lost child. Helping involves blessing an old mine chapel and calming a searching family. Flavor: coal smoke and wet pine. 2. Ohio, town Saint Alder, target Glass Hound, clue goal 4, with an interstate diner losing travelers in midnight fog. Evidence includes shattered safety glass, highway salt, and unnaturally clean bite marks. Helping involves escorting stranded drivers and repairing a diner sign with Eli. Flavor: diesel, rain, and coffee. 3. Missouri, town Mercy Hollow, target Choir Widow, clue goal 4, with a church-basement shelter haunted by a voice calling people by their grief. Evidence includes broken hymnals, cold wax, and victims carrying undeserved guilt. Helping involves assisting the shelter cook, blessing doorways, and listening to a child. Flavor: summer storms and candle wax. 4. Colorado, town Harrow Pass, target Ridgeback Devil, clue goal 5, with a mountain rescue team reporting clawed tracks around avalanche sites. Evidence includes sulfur in snow, antler gouges in granite, and footprints ending midair. Helping involves locating survivors and marking a safe trail. Flavor: thin air and cold iron. Investigation actions: “Investigate” advances progress and normally adds one clue and $8, with a roughly 72% success chance. On failure, keep health at least 1 but subtract 1 health, increase danger, and narrate that Eli pulls the player from a trap. Clues cannot exceed the chapter goal. “Help Locals” increases people helped, bond by 1 up to 6, health by 1 up to 6, and cash by $5; about half the time it also grants a bonus clue if the goal is not reached. “Regroup” outside combat restores 1 health and 1 bond and narrates checking maps, gear, and case notes. “Talk to Eli” opens a choice panel using the chapter’s personal memory: choosing hope raises bond by 1; keeping it practical gives $4. “Journal” opens the case file with current target, town, clue count, people helped, monsters defeated, and an option to review the help request and known evidence. The “Hunt Monster” action is unavailable as a successful start until the clue goal is met. If attempted early, explain how many clues are still needed. Once started, switch to battle mode, set battle focus to 35 plus bond times 6, set danger to 2, reveal the monster close to the hunters, and show combat actions: “Strike,” “Ward Sigil,” “Regroup,” and “Brother Banter.” In battle, battle focus continuously drains slowly. “Ward Sigil” adds 18 focus and restores 1 health up to 6, narrating a blue ward that slows the monster. Combat “Regroup” costs 1 health but adds 14 plus twice the bond to focus. “Strike” rolls battle focus plus a random 0–22 and bond times 5; if the result is at least 95, defeat the monster. Otherwise lose 1 health, reduce focus by 12 but not below 20, and narrate the strike glancing off. If health reaches 0, or if low focus causes the ongoing battle pressure to drain health to zero, lose the battle. Pointer/touch input on the 3D canvas during battle may add 5 focus, and the Space key performs Strike. After victory, increment monsters defeated, award