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Crown & Coin

  • 3d
  • first-person
  • action-rpg
  • low-poly
  • quest
  • choice-driven
  • fantasy
  • arcade
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. Michael Lawson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Crown & Coin yet. Play it, then tell Michael Lawson what you would add next.

Make your own game

Crown & Coin was built by Michael Lawson 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 Crown & Coin 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 Crown & Coin

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, low-poly first-person 3D action RPG titled “Crown & Coin,” set in a small, seedy frontier hamlet at night/dusk. Use Three.js-style polygonal geometry and clean simple shapes: a dark blue-gray ground plane, several blocky buildings with oversized dark roofs, a tavern at approximately the southwest side of town with a sign, a narrow alley lined with short dark walls, and three street lamps with warm yellow bulbs. Use fog, soft shadows, cool blue ambient/directional lighting, and warm pools of light around lamps. The atmosphere should feel sparse, moody, and slightly comedic rather than graphically violent; there is no explicit content.

The player is a first-person character whose camera is at head height, with mouse look controlled by pointer lock (click the game to lock the mouse; Escape releases it). Begin near the town square, facing into the hamlet. Movement is WASD, with Shift for sprinting. Keep the player on a flat ground plane inside broad soft world boundaries. Show a simple shadow disc below the player, but no visible player body is required.

Core loop: explore the hamlet, interact with townspeople, make morally gray choices, collect coins, retrieve a stolen crate, and fight bandits. Display a dark translucent HUD overlay with rounded pill-shaped stat panels at the top-left/top area: “HP: 100,” “Gold: 0,” and “Rep: 0.” Health ranges from 0 to 100, gold is collected currency, and reputation ranges from -100 (vice) to +100 (virtue). Include a quest/status panel and contextual prompt panel. The controls/help text should communicate: “WASD move · Mouse look · Shift sprint” and “Space attack · E interact · R drink · Esc unlock mouse,” plus a tip to click the game to lock the pointer. Contextual prompts should say things such as “E talk: Wren (Debtor),” “E pick up coin (+8),” or “E recover crate.”

Place three simple block-bodied NPCs in town: Wren (Debtor), a green character near the square; Mara (Fixer), a yellow character near the square; and a red Tavernkeep near the tavern. Press E while close to an NPC. The first quest starts as “Talk to Wren about the debt. Decide: forgive or shake down.” Wren’s interaction pauses normal play and presents: “Press 1 to forgive (+rep). Press 2 to shake down (-rep).” Forgiving gives +25 reputation and 10 gold; shaking down gives -30 reputation and 25 gold. Then update the quest to find Mara for a missing crate. Mara initially requires the debtor choice, then explains that bandits stole a crate and spawns a brown crate in the alley. The player can press E near it to recover it, receiving 20 gold and +10 reputation, then return to Mara. Mara offers a second choice: press 1 for fair pay, awarding 20 gold and +15 reputation, or press 2 to demand more, awarding 35 gold and -20 reputation. Afterward the objective becomes simply to reach 100 gold or defeat the Bandit Captain. Coins should be small spinning gold cylinders placed around town, collectible with E; include coins worth 8 and 6 gold in the initial world.

Place two ordinary gray bandits and one pink/red-highlighted Bandit Captain in or near the alley, initially away from the player. Ordinary bandits have 40 HP, move at about 1.8 units per second, and deal 12 damage on contact-range attacks; the Captain has 80 HP, moves at about 2.1 units per second, and deals 18 damage. They become aggressive when the player approaches, with vice reputation making them aggro from farther away, and all bandits should aggro when the player enters the alley area. Bandits move directly toward the player and periodically attack at close range. Press Space to perform a short-range sword attack: it has a brief cooldown, affects enemies within roughly 2.2 units in a forward cone, deals 22 damage, and knocks hit enemies back. Defeated ordinary bandits award 12 gold and +2 reputation; defeating the Captain awards 40 gold and +8 reputation. Remove defeated enemies from the world.

Add tavern interaction: E near the Tavernkeep displays a line about drinks, rumors, and regrets and tells the player to press R to drink. Holding/pressing R while playing drinks on a cooldown, heals 18 HP, and reduces reputation by 6; show a brief message that the drink burns and helps but does not fix the player. Add brief minimal synth-like sound effects for attack, hits, coin pickups, dialogue, positive choices, and negative choices if audio is available.

Reputation must visibly alter the presentation: virtue increases ambient and directional brightness, cools/brightens the fog and lighting, and gives a small passive health regeneration when reputation exceeds +40; vice darkens and saturates the scene, warms/strengthens lamp-like lighting, slightly slows movement, and increases bandit aggression range. NPC dialogue should vary based on whether reputation is nonnegative or negative: use friendlier barks at virtue and harsher/skeptical barks at vice. The reputation HUD pill border should appear greenish at nonnegative values and pink/red at negative values.

Win immediately when gold reaches 100 or the Bandit Captain is defeated. On win, stop gameplay and show a centered/visible message like “You made a name in this town. Win condition reached. Refresh to play again.” Lose when HP reaches 0, stop gameplay, and show “You bled out in the gutter. Refresh to try again.” Use dark translucent rounded UI panels, large bold white text, muted gray explanatory text, and a minimalist clean interface matching the moody low-poly world.

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