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Crystalfall

  • 3d
  • exploration
  • collectathon
  • fantasy
  • third-person
  • low-poly
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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. phúc hoàng built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Crystalfall yet. Play it, then tell phúc hoàng what you would add next.

Make your own game

Crystalfall was built by phúc hoàng 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 Crystalfall 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 Crystalfall

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 third-person exploration game titled “Crystalfall.” Use Three.js or an equivalent real-time 3D engine. The camera should follow a small glowing player avatar from behind and above in a third-person perspective, with mouse/touch dragging to look around. The player is a luminous cyan-blue Skywanderer: a rounded capsule-like body with a bright blue emissive material, a small white/cyan glowing faceted crown or gem above its head, and a thin turquoise glowing ring around its feet. Place the avatar initially at approximately (0, 0, 7).

Set the world in a dark, atmospheric fantasy crystal realm. Use a deep navy background (#071426) with exponential fog, cool blue-violet ambient lighting, a strong pale-blue directional light, cyan and violet localized glow lights, soft shadows, and many tiny floating cyan arcane motes distributed through the air. Build a compact square tiled floor/platform roughly 20 by 20 world units, with dark stylized floor tiles. Populate it with low-poly fantasy crystal scenery: a large crystal base and tall crystal monolith at the center, additional crystal monoliths toward the northwest and southeast, and several smaller crystal clusters around the edges and sides. The crystal props should be angular, colorful, and emissive enough to glow cyan, blue, purple, and violet against the dark foggy environment. If available, use low-poly crystal/fantasy environment assets similar to floor tiles, regular crystal monoliths, small crystals, and a crystal base; otherwise create equivalent low-poly meshes.

The sole core objective is exploration and collection: place exactly three floating golden-orange “sky shards” as faceted octahedral gems at approximately (-6, 0, -5), (7, 0, -4), and (5, 0, 6). Each shard should hover at about 1.25 units above the ground, slowly rotate, and bob vertically. When the player comes within about 1.25 units, automatically collect the shard, hide it, increment the collection count, and briefly show a centered translucent mint/cyan notification reading “SKY SHARD CLAIMED.” There are no enemies, weapons, combat, hazards, timers, lives, or other interactable objectives. The game is won or completed conceptually when all three shards are collected; then change the objective text to “The sky gate is awake — explore the crystal realm.” Do not add an actual gate, extra quest, or invented reward unless it is only a visual continuation of this message.

Support keyboard movement with WASD and arrow keys, sprint while holding Shift, and jump with Space. Use collision-aware third-person movement against the tiled environment/scene props, normal gravity, and a jump. The displayed control hint must read: “WASD / arrows move · Shift sprint · Space jump · drag to look”. Keep the camera responsive and maintain the player-centered third-person framing.

Add a fixed, non-interactive HUD overlay matching the following visual hierarchy. In the upper-left, show a rounded rectangular translucent dark navy-to-deep-violet panel with a thin pale-blue border, subtle blue glow, and blur. It should contain the uppercase spaced title “CRYSTALFALL” in bright icy cyan, the subtitle “A luminous fantasy frontier beyond the old world.” in muted light blue, the objective “Find the three sky shards.” in warm pale yellow, and the counter “Shards: 0 / 3” in mint green, updating to 1 / 3, 2 / 3, and 3 / 3 as shards are collected. Place the control hint in a similarly dark translucent rounded panel at the bottom-right. The screen should remain mostly open dark game space, with no crosshair, minimap, health bar, score, or debug text. Preserve the polished minimalist neon-fantasy presentation: dark navy scene, cyan/violet illumination, glowing gold collectibles, soft fog, and low-poly crystal geometry.

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