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Arcade › Crownstead
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.
Nobody has said anything about Crownstead yet. Play it, then tell Zech Ihenacho what you would add next.
Crownstead 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 Crownstead 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.
Create a mobile-first 3D fantasy RPG kingdom builder called Crownstead. Use a bright, colorful low-poly/toon-shaded anime style with a sky-blue background, soft fog, warm sunlight, round green meadow terrain, a sandy circular village path, painted white clouds and a large pale sun disc. Use Kenney-style fantasy town props and Quaternius-style animated characters where available. The camera is a third-person elevated perspective following the ruler, with the ruler visible in the center of the world and the camera smoothly tracking their position. Start with a local-only authentication screen over the game: Login and Sign Up tabs, username and password fields, an Enter Kingdom/Create Kingdom button, and a Guest option. Remember the last username/password locally and store local accounts locally; there is no server or multiplayer. After entry, show the kingdom HUD. The top HUD is a dark translucent rounded panel with large resource counters and icons for wood, stone, gold, and population, plus a star/level indicator. The screenshot’s initial values are approximately 34 wood, 24 stone, 18 gold, population 3, level 1. Include prominent yellow rounded Customize and Inventory buttons. On mobile, provide a translucent circular virtual joystick at bottom-left, a large yellow Look/action button at bottom-right, and a bottom build-card strip. On desktop, support WASD and arrow keys for movement and Space or E for the contextual action. Make all panels closable with X buttons. The playable world is a circular meadow with a central Crownstead Castle and ring path. Place six initial glowing build plots around the center, at roughly (4.3,0), (-4.2,0.3), (0.2,-4.5), (3.3,-3.4), (-3.2,-3.6), and (0.1,4.8). Empty plots are small dark octagonal pads with bright yellow selection rings. The player can select a building card and press the action button/Space/E while near an empty plot. Buildings consume resources and increase population and kingdom level: Cottage costs 20 wood and 8 stone and adds 2 population; Watchtower costs 12 wood and 22 stone and adds 1; Farm costs 14 wood and 8 gold and adds 1; Royal Keep costs 40 stone and 30 gold and adds 5. Build charming low-poly structures with toon details: cottages have rectangular walls, a four-sided colored roof, door, blue windows, wood beams and roof shingles; watchtowers are stone cylinders with roof, stone-course rings, door and window; farms have tilled soil, crop rows, irrigation and fence/sign details; the keep has a large stone body, four corner towers, blue roofs, great door, windows and horizontal stone courses. Add a cape-colored flag to player buildings. When all current plots are filled, automatically open a larger wave of plots farther from the center and notify the player. The ruler is a customizable Quaternius-style adventurer with a fitted crown slightly smaller than the head, a back-attached cape with clasp that flaps subtly while moving, and a waist sword sheath. The Customize panel must let the player change outfit color, cape color, skin tone, hair color, hair style (short, spiky, ponytail), body height/scale, crown metal color, crown gem color, and crown shape (classic pointed crown, taller crown, or halo ring). Persist the look locally. If the character asset is unavailable, use a simple toon humanoid fallback. Place gatherable resources around the meadow: six wood trees and four stone rocks at the approximate outer positions shown in the code (trees around -7,2; -8,-3; 6,3; 8,-2; 2,7; -2,8, each with 5 resource units; rocks around -6,6; 7,6; -7,-7; 6,-7, each with 4 units). Place glowing tool pickups near the center: a Wood Axe at about (1.5,2.8) and Stone Pickaxe at (-1.7,2.8). The player must collect the axe before chopping wood and the pickaxe before mining stone. Tools remain hidden while idle and appear in the ruler’s hand only during the corresponding action. Gathering trees/rocks with the action button, Space, or E should play an interaction animation, sound, bright curved swing arc, impact sparks, and tool swing. Trees lose resource units as chopped; when fully chopped, animate falling over, award sticks, hide the tree, and leave a stump. Chopping a stump with the axe converts it into firewood (2 firewood per stump), then removes the stump. Include a forest campfire at approximately (12,12), surrounded by trees. It visibly burns down over time and requires firewood. Near it, the action button feeds one firewood and increases fuel; when empty, show that it needs firewood. Use a stone ring, crossed logs, orange flame/embers and a glowing interaction ring. Add NPCs and quest/dialog systems. In the world, include Elder Rowan near (-2.2,2.6), who asks the ruler to build one Cottage and rewards 20 wood and 1 population when the quest is completed; and Mira Builder near (2.7,-1.5), who asks for 3 sticks and 25 wood and rewards 12 gold. NPCs should use varied skin tones, animated casual male/female models, colored ground markers, dialog boxes, quest text, Accept and Claim buttons, and in-progress/ready states. Also place two animated Orc Raiders around (-10,-1.5) and (10,-4.5). Interacting close to an enemy attacks it: the Royal Sword, once acquired, deals 3 damage, the axe deals 2, and an unarmed action deals 1. Raiders have 3 health, can react/hit/die, and defeating one awards 5 gold. The sword normally remains sheathed; it automatically unsheathes near enemies, appears in the ruler’s hand during danger and combat, swings during attacks, then sheaths and disappears from the hand when the threat is gone. Place several large colorful castles around the world. Crownstead Castle is the allied home castle at the origin, with yellow relation ring/banner. Oakwatch (-13,7) and Sunmere (12,8) are neutral, cyan/green marked castles; Dreadfort (-14,-11) and Ashfang Keep (14,-12) are enemy castles with red/purple markers. Each castle should be a chunky stone keep with four corner towers, conical roofs, gate, flag pole and relation ring. Near a neutral castle, spend 10 gold to ally it and gain 2 population. Near an enemy castle, attack repeatedly, reducing its strength (enemy strength starts at 5); sword attacks deal 3, axe 2, otherwise 1. At zero, mark it conquered, award 15 gold and 1 population, and change its visuals to the conquered yellow state. Crownstead itself is enterable. When the player presses the action key near Crownstead Castle, switch to a separate interior map: hide the outdoor ground, path, buildings, plots, resource nodes, NPCs, enemies and castles; show an 8x7 stone room with brown floor, gray walls, red carpet, orange torches, and a gold throne at the back. Place an exit ring near the front so the same action returns to the world. Put three small throne-room question NPCs by the throne: Royal Advisor asks whether to spend gold training guards; Court Mage asks whether to study magic for crop growth; Trade Envoy asks whether to invite merchants from allied castles. Open a yes/no dialog with the question, let the ruler answer yes or no, show a distinct response, then have that NPC leave the castle and go home. Put a glowing Royal Sword pickup in the interior around (-1.55,-1.45); collecting it unlocks the sword and replaces the pickup with the ruler’s waist sheath/hand sword system. Use floating toast notifications for welcome messages, tool unlocks, resource/build failures, quest acceptance/rewards, alliances, attacks, victories, entering/exiting the castle, and campfire feeding. Include Inventory and quest/status panels that clearly show wood, stone, gold, sticks, firewood, population, level, tools, gathered totals, quest state, enemy defeats, and nearby interaction context. Animate the ruler with idle, walk, gather, chop and mine clips; animate NPCs and enemies with idle, walk, attack, hit and death clips when available. Use toon materials, soft shadows, warm directional lighting, fog, responsive resizing and touch pointer events. Keep authentication and look settings in localStorage; no cloud persistence, multiplayer, or backend features.