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Arcade › Crown Craft

Crown Craft

  • 3d
  • strategy
  • city-builder
  • resource-gathering
  • castle
  • sandbox
0
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2 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Zech Ihenacho built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Crown Craft yet. Play it, then tell Zech Ihenacho what you would add next.

Make your own game

Crown Craft was built by Zech Ihenacho 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 Craft 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 Craft

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 castle-building game titled “Crown Craft.” Use an orthographic-feeling/isometric third-person perspective with a perspective camera looking down at a bright green square grassy field. The player can orbit by left-dragging, zoom with the wheel or pinch, pan with right-drag/two-finger drag, and press R to reset the camera to an elevated view centered on the keep. Use a clean, colorful low-poly fantasy style with Kenney-like castle, fantasy-town tree, and nature rock/log models, soft shadows, warm sunlight, blue sky/fog, and a small blue central keep with a conical blue roof and a gold crown ring on top.

The playfield is a 13-by-13 tile grid centered on the keep, with shallow light-green square tiles over the grass. The keep occupies the center tile and cannot be built over. Place resource nodes around the outer portion of the field: six trees at approximately (-5,-5), (-5,4), (5,-4), (6,3), (-3,6), and (3,-6); four rocks at (-6,0), (6,-1), (0,-6), and (0,6); and two logs at (-2,-5) and (4,5). Trees and logs provide wood, while rocks provide stone. Clicking a visible tree gives +3 wood, clicking a log gives +5 wood, and clicking a rock gives +5 stone. The clicked node disappears, shows a floating “+3 🪵”, “+5 🪵”, or “+5 🪨” reward text, and regrows after about 7.5 seconds with a brief “regrown” floating indicator. Ignore repeated clicks while a node is depleted.

Start with 10 wood and 14 stone, 0 crowns/score, and wall build mode selected. The top HUD is a translucent dark rounded panel showing the Crown Craft title, wood (🪵), stone (🪨), crowns (👑), and a circular ? help button. Below/above the bottom controls show a dark translucent message panel initially saying “Click trees and rocks for resources. Build a castle before nightfall.” The help dialog explains the goal, gathering, building, and camera controls and has a Play button to close it.

At the bottom, provide a horizontally usable build bar with five buttons: Wall (cost 2 stone), Tower (cost 8 stone and 2 wood), Gate (cost 4 stone and 4 wood), Road (cost 1 wood), and Sell (refund). Number keys 1–4 select Wall, Tower, Gate, and Road. Selecting a build piece changes the message to tell the player to tap a tile. Clicking an unoccupied grid tile spends the relevant resources and places the selected piece. Show the hovered tile in gold; show an occupied tile as red when a building would be placed there. Rotate walls and gates according to their position/orientation (use a quarter-turn for pieces placed on the left/right side of the keep and default orientation on top/bottom); towers are upright castle towers. Roads are simple brown square tiles. Play a small UI click sound for gathering, selecting controls, selling, and a heavier wood-impact sound when building.

Buildings remain on their grid coordinates and include walls, towers, gates, and roads. A tile cannot contain both a resource node, the keep, or another building. If the player clicks an occupied building in Sell mode, remove it and refund half its original cost rounded up; if there is nothing to sell, show a “Nothing to sell” toast. Toggle Sell mode from the bottom button, visually highlight the active mode, and show a short message such as “Sell mode: tap a placed piece to refund half.” Failed purchases should show a short toast indicating more resources are needed.

Award crowns dynamically from placed structures: each wall is worth 2, each tower 10, each gate 8, and each road 1. Recalculate the total after every placement or sale. Add a 40-crown enclosure bonus when all eight tiles immediately surrounding the central keep (the 3-by-3 ring excluding the center) contain a non-road building, so walls/towers/gates fully protect the keep; roads do not count toward enclosure. After placement, show a message like “Wall placed. Crowns increase when your castle connects around the keep.” Keep the interface responsive, dark translucent, rounded, and touch-friendly, with gold selected buttons and cream/white text. Do not add combat, enemies, an actual day/night timer, or other mechanics beyond this resource gathering, construction, scoring, selling, and camera interaction loop.

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