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Curse Courtyard

  • 3d
  • third-person
  • arena
  • action
  • wave-defense
  • fantasy
  • neon
  • boss-fight
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. yordanyrodriguez1238 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Curse Courtyard yet. Play it, then tell yordanyrodriguez1238 what you would add next.

Make your own game

Curse Courtyard was built by yordanyrodriguez1238 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 Curse Courtyard 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 Curse Courtyard

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 polished third-person 3D arena action game titled “Curse Courtyard.” The player controls a warrior/sorcerer in a ruined urban concrete courtyard, viewed from a smooth over-the-shoulder camera about 7.2 units behind and 4 units above the character. The mouse rotates the camera after pointer lock; the camera aims toward the player’s facing direction and has a small impact shake. Use WASD or arrow keys to move relative to the camera, with collision against the arena boundary and ruined obstacles. The player is a stylized armored warrior character with idle, running, sword attack, roll, and blocking animations; use a Quaternius RPG Warrior model if available, with a simple cyan glowing humanoid fallback if not.

Build a circular cracked-concrete arena roughly 18 units in radius, surrounded by broken dark concrete wall sections, bent black rebar, and a glowing cyan ring marking the boundary. Scatter urban debris and props around the perimeter and inside the courtyard: cyberpunk fences around the edge, smashed crates, rusted barrels, and fallen air-conditioning units. Set a dramatic dark nighttime mood: deep navy/black background and fog, cold blue moon/hemisphere lighting, a strong directional moon key light with shadows, and a purple cursed-energy point glow near the arena center. Add subtle blue emissive cracks across the floor. Use a modern neon anime-inspired visual style without copyrighted characters or assets, with cyan, purple, and red energy effects.

The objective is to survive three enemy waves and then defeat a stronger final curse. On starting, begin Wave 1 with 4 enemies; Wave 2 has 6; Wave 3 has 8. Spawn enemies around the arena perimeter. Use ghost-skull cursed spirits for ordinary enemies and a larger Big Demon-style model for the final boss. Ordinary enemy types are: rushers that pursue and attack in close range; leapers that periodically make a faster leap-like rush when within range; and shooters that keep some distance and fire glowing cursed projectiles. Waves 1, 2, and 3 should use the same composition logic: wave 1 mostly rushers with some shooters, wave 2 mixes leapers, shooters, and rushers, and wave 3 uses leapers and shooters. After all three waves are cleared, spawn one final boss curse at the far side of the arena. The boss has about 220 health, is larger and red-aura-lit, attacks in melee, fires red cursed projectiles, and is worth a much larger score. Defeating normal curses awards 100 points; defeating the boss awards 1000 points. The player loses when health reaches zero; victory occurs after the final boss dies.

Give the player 100 health and 100 cursed energy. Energy regenerates continuously at 14 per second up to its maximum. Left click performs a melee sword combo: attacks can chain within a 0.72-second combo window, cycling through three hits that deal 22, 28, and 38 damage with increasing range and knockback. The attack checks a forward cone and displays a bright cyan/purple curved slash arc. Number key 1 uses “Rift Slash,” costing 24 energy with a 4.5-second cooldown: create a forward shockwave/cone and damage nearby enemies in front for 42 damage. Number key 2 uses “Spirit Bolt,” costing 18 energy with a 2.2-second cooldown: fire a fast cyan glowing projectile forward that deals 46 damage on impact. Number key 3 uses “Domain Pulse,” costing 55 energy with a 9.5-second cooldown: create a large purple area shockwave with radius about 8.5 and deal 62 damage to all enemies within it. Abilities must be unavailable while on cooldown or without sufficient energy.

Right mouse button blocks while standing, reducing incoming attacks from the player’s facing direction to 28% damage. If right click is pressed while moving and the player has at least 12 energy, perform a short dodge/roll costing 12 energy, moving quickly and becoming invulnerable for about 0.28 seconds; otherwise hold a block state. Enemy melee hits and projectiles should damage the player, with brief invulnerability after taking damage. Enemies should collide with the same obstacles and arena limits as the player.

Add readable combat feedback: rotating cursed-energy aura rings under enemies, cyan/purple/red glowing projectiles, expanding flat shockwave rings for abilities and deaths, curved sword slash VFX, bright impact sparks made of flying shards, brief hit reactions, knockback, audio impact sounds, and screen shake for strong attacks. Normal enemies should have purple auras; the final boss should have a red aura. Use animated models when the referenced assets load, with simple glowing geometric fallbacks if they do not.

Create a HUD over the game. At the top left show a red-to-orange health bar, a cyan-to-purple energy bar, and a status row displaying the current state (“Wave 1/3”, “Wave 2/3”, “Wave 3/3”, “Final Curse”, “Cleared”, or “Defeated”), the number of remaining curses, and score in points. At the center show a small cyan glowing circular reticle. At the top right show control help: “WASD move · Mouse aim · Left click combo · Right click block/dodge · 1 Rift Slash · 2 Spirit Bolt · 3 Domain Pulse.” Along the bottom center show three outlined ability slots labeled “1 Rift,” “2 Bolt,” and “3 Domain,” each displaying Ready or a seconds countdown and a dark cooldown overlay. Show temporary large center messages such as “Wave 1,” “Final curse manifested,” “Rift Slash,” “Domain Pulse,” “Courtyard Cleared,” and “You were consumed.”

Before play, show a full-screen dark blue radial-gradient start overlay with a translucent bordered card, the large heading “CURSE COURTYARD,” explanatory text “Survive three waves in a ruined urban courtyard, then defeat the final curse. Click to lock the camera. Keep your health above zero.” and a glowing cyan-to-purple button labeled “Enter the Courtyard.” Clicking it hides the overlay, locks the pointer, resets all state, and starts Wave 1. On defeat or victory, stop gameplay, show the corresponding center message, and display a Restart button that resets the fight and pointer lock. Prevent the browser context menu during right-click combat.

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