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Arcade › Crystal Canyon
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Crystal Canyon yet. Play it, then tell Oleg Sidorkin what you would add next.
Crystal Canyon was built by Oleg Sidorkin 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 Crystal Canyon 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 playable Three.js-style 3D top-down action RPG called "Crystal Canyon". Show a bright stylized alien canyon from a high, angled perspective that follows the player: a purple/lavender sky and distant purple canyon floor, with a large pointy-top axial hex grid of slightly separated raised hexagonal tiles. Use varied warm canyon tile colors—sand yellow, peach/orange, pink, and occasional purple—with thin pale rims and visible gaps/shadows between tiles. Add soft shadows, fog, colorful lighting, and low-poly sci-fi canyon decoration around the grid: rounded rocks, craters, cyan crystal-rock formations, and pink/purple alien foliage. The player starts at axial tile (0,0) and is a small simple sci-fi astronaut: a cyan/turquoise capsule-like suit body, dark violet spherical helmet, a small golden visor, and a glowing cyan circular selection ring on the ground. Move one adjacent hex at a time by clicking/tapping any hex (if the clicked hex is farther away, take only one step toward it), or with WASD/arrow keys: W/up=(0,-1), S/down=(0,1), A/left=(-1,0), D/right=(1,0). Animate each step over about 0.18 seconds with a slight hop, and rotate the player toward the destination. Do not allow movement while paused, during a move, after game over, or onto an occupied enemy tile. Populate the overworld with stylized hostile alien plants made from a purple stem, five bright pink petals, and a purple bulb, with floating red/pink health bars. Sector 1 has six plants, positioned around the grid. Plants pulse and face the player but do not pathfind. The player automatically targets the nearest living plant within roughly 3.35 world units and fires a brief bright red laser beam every 0.48 seconds; pressing Space immediately triggers an attack check. Each laser deals 1 damage initially, while plants have 3 HP in sector 1. Show the laser as a thin red cylinder with a translucent pink glow. When a plant dies, hide it, increment total and sector plant clears, award XP, and drop a coin or green gem at its tile; sometimes also drop a cyan crystal on a neighboring tile. Plants attack only when the player is within one hex of them. Warn the plant with a brief red flash, then fire a short purple spore bolt toward the hero approximately every 1.55 seconds (faster in later sectors). Spores damage the suit and briefly flash the screen red; adjacent range does more damage. The player has 100 health initially and dies at zero, pausing the game and showing an Obtain Rewards failure popup. Gems and crystals are collectible automatically when the player gets close: coins increase coins, green gems increase gems and also give a small suit repair plus some coins, and cyan crystals increase crystals and gems while repairing more health. Make pickups float, spin, and have glowing circular rings. Place a glowing blue crystal relay on tile (4,-4), consisting of a dark hexagonal base, a rotating hovering cyan octahedral crystal core, and a cyan activation ring. Sector 1's mission requires collecting 3 sector crystals and clearing 6 plants. The relay remains locked until both requirements are met; while the player is adjacent, display a message stating what is still needed. Once ready, brighten and accelerate the relay ring, and when the player reaches it, complete the sector. Grant completion coins, gems, XP, health recovery, and show an "Obtain Rewards" popup. If every living plant was cleared before activating the relay, grant an additional full-clear bonus. Then after a short delay reset the player to (0,0), increase the sector, reset sector kills/crystals, repopulate with more and tougher plants, scatter more/better pickups, and preserve total coins, gems, crystals, XP, level, and upgrade levels. Scale progression by sector: enemy count is 5 + sector, capped at 12; required kills are min(enemy count, 4 + sector*2); required crystals are min(5, 2 + sector). Plant max HP is 2 + sector, with occasional elites from sector 2 onward that are larger, have +2 HP, deal extra spore damage, and yield extra XP. Increase spore pressure and rewards in deeper sectors. Starting in sector 3, mark selected tiles as cracked purple hazard hexes; standing on one deals periodic radiation damage, reduced by Suit Plating, and the mission text should tell the player to avoid purple cracked hexes. Do not make hazards active in sectors 1–2. Show translucent red danger overlays on tiles adjacent to living plants; Scanner upgrades make these danger zones clearer/brighter. Build the HUD as an overlay over the game. At top-left, show a rounded dark violet translucent panel with a circular astronaut portrait, "Lv. 1 Canyon Scout" (updating level), a cyan/green/yellow XP bar, and a red/orange suit-health bar. Beneath it show a Mission panel with sector number and current crystal/plant requirements, relay-unlocked state, optional full-clear bonus state, or hazard warning. At top-right show coin and green gem counters plus three decorative quick icons for laser, crystal scan, and pack. Put a colorful Shop button on the left side around mid-height. The Shop opens a panel with three purchasable rows: Laser Damage, Suit Plating, and Scanner Range, each displaying its level and coin cost. Laser upgrades increase damage and slightly increase attack range; Suit Plating increases max health, restores some health, and reduces spore/radiation damage; Scanner Range increases effective attack range and makes danger indicators clearer. Put a gear button on the right to pause/unpause and a messages button below it that displays a scout-log toast. Include a bottom instruction panel explaining the sector/relay loop, temporary centered toast messages for warnings and rewards, a centered "Obtain Rewards" popup, and a brief red damage-flash overlay. Use smooth camera follow with a perspective camera initially around (8.5, 10.5, 9.5), looking toward the hero and maintaining the same high angled view as the hero moves. Use soft directional and hemisphere lighting, ambient shadows, colorful emissive materials for crystals, visor, rings, lasers, and spores, and a cheerful low-poly toy-like art style. The game should expose state/debug functions equivalent to getGameState and setGameState for hero tile/health, level, XP, currencies, sector progress, upgrades, hazards, mission status, enemies, pickups, paused, and game-over state, but do not show debug overlays.