Appearance
Arcade › Crow Seal
Click the game above and it runs right here in your browser. No download, no installer, no account needed. cloud built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Crow Seal yet. Play it, then tell cloud what you would add next.
Crow Seal was built by cloud 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 Crow Seal 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 browser-playable 3D third-person arena game titled “Crow Seal.” Use Three.js-style real-time 3D rendering with a perspective camera that follows behind and slightly above the player, with camera drag/orbit support and mobile touch controls. The player is a loaded custom Itachi/shinobi 3D model from an asset ZIP; fit it to roughly 2.2 world units tall, center it on the ground, enable shadows, and use a faint dark translucent capsule silhouette as a fallback if the asset fails to load. The player starts near the south side of the arena at approximately (0, 0.65, 10), faces the direction of movement, and moves on the ground with WASD or arrow keys; on phones provide a left virtual joystick. Include footstep audio while moving when audio is available. Build a bounded circular/rounded square shrine arena: a broad brown dusty circular ground platform about 30 units across, with a darker raised outer base and four low boundary walls around x/z ±16.4 that keep the player inside. At the center place a short gray-blue stone cylindrical shrine pedestal, topped by a thin dark-blue circular seal with bright blue emissive glow. Surround the arena with a large red/dark crimson glowing torus danger ring on the floor. Add eight stylized pine trees and five rocky cliff props around the perimeter, plus a few subtle translucent blue-gray mist clusters. The scene should feel like a moody anime shinobi trial at night/dusk: warm brown/red ambient environment and fog, a large pale moon high toward the back-left, cool blue moonlight/glow around the center, warm directional lighting, soft shadows, and dark reddish-brown ground. The visual style should remain simple low-poly game geometry with emissive accents, atmospheric fog, and strong contrast; the screenshot presentation is dark, with the arena and silhouetted player prominent. The goal is to collect all 6 chakra scroll pickups before the timer expires while avoiding three moving crow-clone hazards. Initially spawn one scroll, then spawn a replacement after each collection until the goal is reached; each scroll should appear at a random location 5.2–13 units from the center, around y=0.65, and be represented by a small horizontal parchment cylinder with dark red bands and a pulsing golden torus aura. Scrolls slowly spin and bob. When the player comes within about 1.4 units, collect it, increment Scrolls, add 4.5 seconds to the timer (capped at 60), show a short “+1 chakra scroll” popup, and spawn the next scroll. Victory occurs immediately at 6/6 and pauses gameplay with a centered Victory banner explaining that every chakra scroll was sealed. Create three hazards called crow clones/watchers. They are glowing dark red/black spherical orbs with red emissive material, a rotating orange-red halo torus, a translucent red floor ring/glow, and a small red point light. Move them continuously around the arena on distinct circular orbits (roughly radii 6.0, 7.8, and 9.8) with different speeds/phases, slight wobble, and small vertical bobbing. If the player comes within 1.65 units of a hazard, remove 1 of 3 HP, knock the player back away from the hazard, grant about 1.35 seconds of invulnerability with a visible flicker, and show “Crow clone hit!” If HP reaches zero, pause with a Defeat banner. The timer starts at 60 seconds, counts down continuously during active play, and reaching zero causes Defeat. Do not let the player leave approximately x/z ±14.4; keep them grounded. Place a fixed HUD overlay over the canvas. In the upper-left, show a dark translucent panel titled “Crow Seal,” then compact stats: “Scrolls 0/6” (updating), “HP” with three filled/empty circle indicators, “Time” with one decimal seconds, and “Left” showing remaining scrolls. Under that, show the instruction text: “Move with WASD or arrow keys — on phone, use the left joystick. Drag the camera to stay behind Itachi, collect all 6 chakra scrolls, and dodge the crow clones.” In the upper-right, show a dark status panel while loading: “Loading your Itachi asset from the ZIP…” and after success a green message that the Itachi ZIP was loaded as the playable shinobi; if loading fails, explain that a fallback silhouette is being used. Use responsive layout so the model status moves to the bottom on narrow/mobile screens. For game-over states, display a centered dark translucent modal with a title of “Victory” or “Defeat,” explanatory mission text, and a rounded gold/orange “Play again” button. Restart should reset score to 0, HP to 3, timer to 60, clear old pickups, place the player at the starting position, hide the modal, and spawn a new scroll. Keep the shrine seal subtly rotating, animate hazard glows and scroll auras, and continuously render the atmospheric scene. Ensure the gameplay rules and HUD values are exactly tied to the collection, collision, health, timer, pause, victory, and defeat state rather than decorative text.