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Arcade › Determination

Determination

  • 3d
  • action
  • arena
  • combat
  • low-poly
  • undertale-inspired
  • third-person
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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. It was built with Cinevva, so it works on a phone or a tablet too.

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Nobody has said anything about Determination yet. Play it, then tell the creator what you would add next.

Make your own game

Determination was built 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 Determination 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 Determination

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-based 3D action game titled “Determination,” with an Undertale-inspired presentation and a small third-person combat arena. Use Three.js-style low-poly geometry, soft shadows, additive particles, CSS HUD overlays, and a dark purple fantasy/night atmosphere.

Opening screen: show a nearly black deep-purple gradient background with subtle pink/purple glow. Center a large spaced-out white title “DETERMINATION,” flanked by small four-point star symbols, with the subtitle “A UNDERTALE 3D EXPERIENCE.” Below, show two character selection cards. The selected Frisk card has a bright hot-pink outline and contains a simple round pale face with dark rectangular eyes, the name “FRISK,” “LV 19,” “92/92,” and “WORN DAGGER.” The second card is darkened/locked, has a brown-gray face with red eyes, and reads “???” plus “LOCKED” and “Clear the game.” Add a large pink outlined START button with a small crossed-weapon/star icon and bottom control hint text indicating movement, sprint, camera orbit, and attack. Only Frisk is selectable initially.

After Start, fade out the menu and enter the arena. The world is a 60x60 flat purple ground plane under a dark purple gradient sky dome, with approximately 2,000 tiny white stars, fog, scattered polygonal purple grass patches, low-poly purple trees around the perimeter (brown short trunks and layered violet foliage), and small purple bushes. Use ambient, hemisphere, warm directional, and purple fill lighting with shadows. The camera is a smooth orbiting third-person perspective, initially several units behind and above the player, looking at the player. Mouse wheel zooms between close and far distances; hold the right mouse button and drag to orbit horizontally/vertically.

Player: place a tiny stylized low-poly human at the arena center. Frisk has a pale round head, simple dark eyes and small smile, brown hair, a blue shirt with a lighter stripe, brown pants, tiny dark shoes, and a small gray dagger with brown handle in the right hand. Use a smooth facing rotation and subtle walking bob. Move with WASD or arrow keys; hold Shift to sprint. Normal speed is about 3.5 and sprint speed about 6. Keep the player on the open arena floor. Sprinting leaves occasional small purple dust particles.

Place four stationary training dummies: at approximately (4,3), (-3,5), (0,-3), and (-5,-4) relative to the start. Each is a low-poly mannequin/sack on a gray cylindrical base and pole, with tan cylindrical body, round head, simple eyes and mouth, and short arms. Give them starting HP values 80, 80, 120, and 60. Each dummy has a small floating CSS HP bar above it; it sways subtly while idle, flashes white when struck, can be stunned, knocked back, launched with gravity/bouncing, slowed, and explodes into particles on death. When a target is selected, show a target panel labeled “TRAINING DUMMY,” with current HP and a pink/red health bar.

HUD after starting: show a player HP panel with “HP 92/92” and a pink/red health bar, a weapon/loadout label for Frisk such as “WORN DAGGER + GUN + CHARA SOUL,” an attack/action panel, and a crosshair that appears while aimed attacks are waiting for a target. The attack panel should list Frisk’s eight numbered abilities with cooldown state and damage totals: [1] DAGGER COMBO (8, 8, 18; three slashes, last knocks up), [2] RED SLASHES (three projectiles, 5 damage each), [3] GUNSHOT (four shots, final shot stronger), [4] TORN NOTEBOOK (homing notebook, 10 damage), [5] TRUE CHARA (rush for 99 damage), [6] CHAOS BLAST (20 explosion plus 9 projectiles), [7] FIGHT (large red slash for 80), and [8] DETERMINATION (permanent Chara transformation). Buttons can be clicked as well as activated with number keys 1–8. Attacks have cooldowns approximately 1, 2, 2.5, 5, 8, 10, 12, and 30 seconds. For abilities 1–4, show a crosshair and require clicking a visible enemy; stronger abilities auto-target the closest dummy.

Combat behavior and effects: attacks temporarily lock movement, use the closest/aimed dummy, reduce its HP by at least one after defense, update floating damage numbers, and show colorful hit particles and screen shake. Dagger Combo performs three quick close-range golden-orange slash planes around the player, dealing 8, 8, then 18 and launching the target on the last hit, with later fall damage. Red Slashes fire three red blade-like projectiles forward, each dealing 5 and disappearing on contact. Gunshot creates a yellow muzzle flash and four fast yellow bullets with orange trails, dealing 2, 2, 2, and 8. Torn Notebook creates a small cream notebook/pages that homes to the nearest dummy, orbits it, hits up to three times, and deals 10 per hit. Damage numbers should rise and fade, using pink/orange/red colors based on damage.

The advanced attacks briefly reveal Chara: hide the Frisk body and show a darker body, orange hair, glowing red eyes, red smile, black clothing/legs, red knife, and a translucent red aura. Add a brief dark overlay and chat-style message “✧ CHARA  * ...”. TRUE CHARA dashes to the target, performs three 10-damage knife hits, knocks it back, then creates a large red finishing slash for 69 more damage and an explosion. CHAOS BLAST moves near the target, creates a large red explosion for 20, launches the target, then emits seven red “9”/blade-like projectiles that deal 9 and slow enemies; return to Frisk after the effect. FIGHT creates a giant red slash plus secondary slashes, deals 80, creates a red explosion, shakes the camera, and briefly flashes the screen red. DETERMINATION creates a dramatic yellow aura/orbiting orbs and permanently changes the player into Chara, after which the attack panel updates to a single ability.

When permanently transformed, Chara’s only attack is [1] BLITZ RUSH, cooldown about 1.5 seconds and nominal damage 50. Make it a frantic multi-dash combo: repeatedly dash around the nearest dummy, leave red hit particles, then perform a final cinematic sequence with punch, knife slash, spin/teleport around the target, stab explosion, disappear-and-kick beats, dealing repeated 10-damage hits and ending in a dramatic red impact. Keep the red Chara appearance and red aura.

Use no invented story levels or enemies: this is an open training arena focused on fighting the four dummies. Include simple Frisk/Chara chat notifications where present, target and player HP updates, cooldown feedback, hit flashes, additive pink/red/yellow particles, explosion rings, floating damage values, and camera shake to make the combat feel dramatic. Maintain the game’s dark violet, magenta, white, red, and warm-gold visual palette and low-poly toy-like proportions shown by the source.”

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