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Crown Siege

  • 3d
  • arena
  • action
  • sword-fighting
  • knights
  • mobile
  • 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. RIVER PANDURO built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Crown Siege yet. Play it, then tell RIVER PANDURO what you would add next.

Make your own game

Crown Siege was built by RIVER PANDURO 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 Siege 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 Siege

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 arena sword-fighting game titled “Crown Siege,” using Three.js or an equivalent real-time 3D renderer. The game is single-player and viewed from a high, slightly top-down third-person camera that follows the hero smoothly: camera is approximately 11 units above the arena and 8 units behind the hero, looking toward the hero and slightly ahead. Keep the whole circular arena visible, with a soft blue-gray sky/background and atmospheric fog.

Build a circular outdoor arena about 11 units in radius. Use a thick low cylindrical earthen/green platform with a lighter green circular grass floor and a broad brown raised ring around the edge. Place four simple flagpoles around the cardinal edges, each metallic gray with a rectangular banner; use dark red banners on one axis and blue banners on the other. Use directional sunlight, hemisphere lighting, shadows, rough stylized materials, and a clean low-poly/cartoon 3D look.

The player is a small stylized armored knight starting near the south side of the arena at (0, 6.2), facing north toward the enemy. Construct the character from simple meshes: a light gray armored capsule torso, peach sphere head, dark visor, burgundy cape, gray armored arms and legs, and a sword held in the right hand. Give the player a golden crown mesh above the head, hidden during combat and shown after victory. The enemy spawns near the north side at (0, -5.8), facing south. Enemies use the same knight model but have round-specific armor colors and sword colors: pale silver, blue, green, red, then gold for the king. The player has 100 maximum health and deals 18 damage per successful sword hit.

Implement five sequential combat rounds: Knight I (32 HP, speed 2.3, 10 damage), Knight II (42 HP, speed 2.6, 11 damage), Knight III (52 HP, speed 2.9, 12 damage), Knight IV (64 HP, speed 3.2, 14 damage), and The King (90 HP, speed 3.45, 16 damage). The round indicator should show 1/5 through 5/5. Each new enemy appears in the same arena after the previous opponent is defeated. Health carries across rounds, with a +28 heal after each non-final victory, capped at 100; reset to full health when restarting.

Controls: support WASD and arrow keys for movement, Space for attack, and Enter to start/restart. Also provide mobile touch controls fixed along the bottom: a four-button directional pad with left, up, down, and right arrow buttons, plus ATTACK and START buttons. Holding movement moves the hero in the chosen normalized direction at speed 4.7, updates the facing direction, and clamps the hero inside the arena. The sword attack has a 0.58-second cooldown, a short active slash animation lasting 0.2 seconds, and only hits if the enemy is within 2.15 units and lies in front of the hero (facing dot product above 0.26). Show a bright pale-gold curved slash arc in front of the hero during the active slash. Successful hits emit small colored particle bursts around the struck fighter.

Enemy behavior should be simple but active: chase the player when farther than 1.65 units, and when close, strafe around the player at roughly 1.35 units/second while occasionally switching strafe direction. Enemies face toward the player and attack when within 1.9 units. Enemy sword cooldown is 1.15 seconds for normal knights and 0.805 seconds for the king, with a 0.7-second attack animation timing. Damage to the player grants 0.7 seconds of invulnerability; flash the player’s body red while invulnerable. Both fighters should have basic walking leg/arm animation, smooth turning, and sword-swing arm animation. Do not add dodge, shield, ranged attacks, alternate enemy patterns, or other mechanics not described here.

Use a HUD over the 3D view. At the top left, show a dark translucent rounded panel with a gold outline containing “Hero,” “Health: current/100,” and “Round: current/5.” At the top right, show the current opponent name, its health, and a context objective such as “Press Start,” “Defeat your foe,” “Prepare for the next duel,” or “You wear the crown.” Style the UI with cream text, gold/yellow accents, dark navy translucent panels, rounded corners, and subtle shadows. On the title screen, center a large dark translucent rounded message panel with a gold border titled “Crown Siege,” with the text “Defeat each knight, survive long enough to face the king, then claim the throne.” and a control hint explaining WASD/arrow keys, Space, and phone buttons. Keep a small bottom-center hint reading “Move • Fight • Heal between rounds • Defeat the king.”

Game states: begin in an intro screen with no active enemy battle until Start/Enter is pressed. Starting resets the player and begins Knight I. During combat, update health and movement in real time. When an ordinary enemy reaches zero health, briefly show “[Knight name] Defeated” and “Catch your breath. A stronger knight approaches.”, then automatically begin the next round after about 1.35 seconds. When the king reaches zero, briefly show “The King Staggers” and “One last strike and the crown is yours...”, then transition to victory; reveal the gold crown over the player and show “You Took the Crown” with “The king has fallen. You are the new ruler of the arena.\n\nPress Enter to battle again.” If the player reaches zero health, stop combat and show “You Were Defeated” with “The knights were too strong this time.\n\nPress Enter to try again.” Enter or the on-screen START button should restart from intro, defeat, or victory. Ensure the game is playable on desktop and mobile and scales to the viewport.

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