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Crownfall

  • 3d
  • soulslike
  • action
  • third-person
  • melee-combat
  • dark-fantasy
  • low-poly
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. Matthew Abbott built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Crownfall yet. Play it, then tell Matthew Abbott what you would add next.

Make your own game

Crownfall was built by Matthew Abbott 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 Crownfall 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 Crownfall

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 small playable third-person 3D soulslike prototype titled “Crownfall.” Use Three.js-style real-time 3D rendering with a dark, moody dusk/night presentation: nearly black-blue background and ground, blue-gray hemisphere/moon lighting, soft shadows, and thick distance fog. The world is a broad flat dark plane with a small ruin area made from simple matte charcoal-gray rectangular stone blocks: a low rectangular ruin enclosing a space around x=6,z=-9, plus scattered irregularly rotated standing stones across the surrounding ground. Keep the geometry intentionally minimalist and low-poly/geometric rather than detailed.

Use an over-the-shoulder orbiting third-person camera focused on the player, with smooth damping, mouse-controlled horizontal and vertical orbit after pointer lock, no pan, and a moderate perspective view. The camera follows the player at roughly 3.5–9 units distance and keeps its target around the character’s chest. When lock-on is active, tighten the camera distance and aim between the player and enemy.

The player starts near (0,0,6), represented by a simple dark slate knight silhouette: a capsule-shaped torso, small lighter blue-gray spherical head/helmet, and a simple metallic silver rectangular sword attached at the right/front side. The player has 100/100 HP and 100/100 stamina. Use WASD to move relative to the camera yaw; normal movement is about 5.2 units/sec and the character turns toward movement. Hold Shift while moving to sprint at about 8.1 units/sec, draining stamina at 18 per second; stamina regenerates at about 26 per second after a short 0.25-second delay when not spending it.

Implement the core combat loop against one tough enemy called the Fell Knight. The enemy starts near (6,0,-9), has 140/140 HP, and is a dark reddish-brown capsule-bodied knight with a red-brown helmet and a simple metallic sword. It idles until the player comes within 13 units, then chases, approaches at about 4.1 units/sec when far and 2.2 when close, and attacks in melee when within roughly 2.3 units. Its attack must be readable: a 0.55-second windup where the blade pulls back, a short 0.22-second forward swing with a hit check, then a 0.70-second recovery with a small circling movement. A successful enemy hit within about 2.05 units deals 32 damage, unless the player is invulnerable. The enemy should leash back toward its spawn if pulled more than 22 units away. It should collide simply with the ruin blocks.

Controls and actions: the first left click requests pointer lock; subsequent left clicks perform one light sword attack. A light attack costs 24 stamina, lasts about 0.42 seconds, visibly swings the player sword, and checks after about 0.12 seconds for the Fell Knight within 2.2 units and roughly in front of the player; a successful hit deals 34 damage. Attacks cannot start during another attack, roll, stagger, or death. Press Space to dodge roll in the current movement direction, or forward if there is no movement input. A roll costs 30 stamina, lasts about 0.55 seconds, moves quickly then decelerates, and grants about 0.28 seconds of invulnerability frames. Rolls, attacks, and sprinting should stop or be unavailable in their corresponding busy states. Press Tab to toggle lock-on to the Fell Knight when alive and within 18 units; face the target during movement, show no invented target marker, and drop lock-on when the enemy dies or becomes too distant. Press R for the quick respawn/reset behavior.

Place a glowing Site of Grace checkpoint at approximately (-6,0,8): a warm pale-gold torus ring lying flat on the ground, a small luminous cone/flame above it, and a warm point light. Animate the flame scale subtly and rotate the grace ring/group slowly. When the player is within 2.2 units, show an interaction prompt and allow E to rest. Resting refills HP and stamina, resets the player to free state, respawns the Fell Knight at its original spawn with full 140 HP, and sets the respawn point slightly in front of the grace. The R reset and death behavior return to the current respawn point with full HP/stamina and respawn the enemy. If HP reaches zero, show “YOU DIED,” keep a brief dead state, then automatically respawn and show a short rising-again message. If the Fell Knight reaches zero HP, hide it, show “FELL KNIGHT VANQUISHED,” and clear lock-on. There is no inventory, ranged combat, leveling, loot, or additional enemy.

Add simple synthesized combat/rest sound effects if supported: soft triangle-toned notes for attacks, rolls, enemy windup, damage/death/rest, and a metallic clang for sword hits, with rate limiting. Build a minimalist fixed HUD over the canvas. At the top-left, show a translucent dark panel with two rows: “HP” and “STA,” long thin bordered horizontal bars, HP in a red/dark-red to bright-red gradient and stamina in dark green to bright neon-green, plus numeric values such as “100 / 100.” At the lower-left show a translucent bordered instruction panel with keyboard-style keycaps and these exact hints: “Click to lock mouse,” “WASD move • Shift sprint • Space roll,” and “LMB attack • Tab lock-on • E rest.” Show contextual translucent prompts near the lower center, including “Press E to rest at Site of Grace” near the grace and “Tab: Lock-on” when the living enemy is nearby but not locked. Show temporary centered translucent messages for the title/start, out-of-stamina, resting, death, and victory. Keep the visual language restrained: white/gray sans-serif HUD text, subtle borders, dark transparent panels, strong fog, simple shadows, and no elaborate models or extra UI.

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