Appearance
Arcade › Crowned Boar
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Clarissa Duer built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Crowned Boar yet. Play it, then tell Clarissa Duer what you would add next.
Crowned Boar was built by Clarissa Duer 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 Crowned Boar 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.
Recreate a compact third-person 3D boss-battle game titled “Crowned Boar.” Use a Three.js-style scene with a high, slightly behind-the-player camera that looks at a point between the player and boss; smoothly follow the action and add brief camera shake on impacts. The world is a circular muddy brown arena with a dark purple raised boundary ring, faint gold rune marks arranged around the floor, scattered large gray low-poly rocks around the outer area, and several broken fantasy castle wall/tower sections forming a ruined perimeter. Use warm directional sunlight, cool ambient lighting, deep purple background/fog, soft shadows, and a stylized low-poly fantasy look. The player is a small armored RPG warrior with a sword, positioned initially near the front/south side of the arena. Load/use an animated Quaternius-style Warrior model with idle-with-weapon, run-with-weapon, sword attack variants, roll, hit, and death animations. The giant boss is King Hogthorn, a large cute purple/pink pig model positioned across the arena, scaled several times larger than the warrior. Attach procedural pale curved horns to its head and a floating rotating golden crown with seven spikes and occasional red jewel accents above it. The crown subtly pulses while the boss is vulnerable. Core objective: defeat King Hogthorn by reducing his 620 HP to zero while surviving with the player’s 100 HP. The battle does not begin until the first movement, attack, or dash input, allowing the opening instruction message to be read. Keyboard controls: WASD or arrow keys move; Space or Enter attacks; Shift dashes. On touch devices provide a translucent on-screen four-direction D-pad plus circular ATTACK and DASH buttons. Keep the player and boss inside the circular arena. Player movement should be responsive but have slight acceleration/deceleration. The warrior faces the movement direction, can attack with a short sword-slash arc effect, and has an attack cooldown of about 0.52 seconds. A normal close, forward-facing sword hit within roughly 3.3 world units deals 16 boss damage. If the boss is in its exposed/vulnerable window after a stomp or charge crash, a close forward-facing hit within roughly 4.3 units deals 38 damage instead. Dash propels the player in the movement direction (or facing direction when stationary), lasts briefly, has about a 1.05 second cooldown, grants about 0.32 seconds of invulnerability, uses the roll animation, and emits blue-white dust. Implement the boss as a simple state-driven encounter. It begins in an intro state, then chases the player. In phase 1 it moves toward the player at about 2.45 units/second; in phase 2 it moves faster at about 3.15 units/second. When close, it performs a telegraphed bite using its bite animation; a successful bite damages the player for about 23 HP. Otherwise it periodically enters a warning state: show a pulsing translucent red lane/rectangle on the floor in the boss’s current charge direction, then have the pig charge forward at high speed (about 13.2 in phase 1 or 16.2 in phase 2), damaging the player for about 34 or 40 HP on contact. The charge ends when it reaches the arena boundary or its short duration expires, creating a bright expanding golden shockwave and leaving the boss stunned and vulnerable. A charge crash vulnerability lasts about 1.25 seconds in phase 1 or 1.7 seconds in phase 2. The boss also performs a stomp/jump attack after bites. At the stomp impact, create an expanding translucent golden ring shockwave centered on the boss, with maximum radius about 9 in phase 1 or 12 in phase 2. If the player is caught by the advancing ring, deal about 23 or 26 HP and knock the warrior back. The stomp exposes the crown for about 1.1 seconds in phase 1 or 1.5 seconds in phase 2, during which attacks do increased damage. Shockwaves should expand and fade over roughly one second. The boss enters phase 2 below 45% of its maximum HP, becoming faster and using the larger shockwave ranges. Include red warning lanes, golden shockwave rings, small colored impact/dust particles, hit animations, and brief hit sounds/impact feedback. Create a clear HUD over the game: at the top-left/top area show the label “KING HOGTHORN” and a red-to-orange boss health bar, then “YOU” and a green-to-mint player health bar. Center the opening message: “Defeat the horned pig king! WASD / arrows move · Space or tap ATTACK · Shift or tap DASH”. At the bottom center show contextual guidance such as “Stay out of the red charge line. Hit the crown after a stomp.”, changing to “The crown is exposed — hit the boss now!” during vulnerability and a phase-2 warning when appropriate. On victory, stop the encounter, play the boss death animation, display “You shattered King Hogthorn's crown!” and “Victory!”, and emit a burst of golden dust. On defeat, stop the encounter, play the warrior death animation and boss dance animation, display “King Hogthorn flattened you.” and “Defeat.”. Do not add potions, armor pickups, additional phases, menus, or retry functionality.