Arcade › Dharma Path
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kuljeet Singh built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dharma Path yet. Play it, then tell Kuljeet Singh what you would add next.
Dharma Path was built by Kuljeet Singh 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 Dharma Path 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 browser-based 3D third-person exploration game titled “Dharma Path,” using a warm, stylized low-poly Indian-epic-inspired environment. The player controls a warrior character equipped with a training sword and explores an open ancient-plains landscape. Use a follow camera positioned behind/above the warrior with a moderate perspective view, smooth movement, jump, and camera/character tracking. The world should be broad and simple: a muted ochre/tan ground plane under a hazy teal sky, soft fog, warm sunlight, and soft cast shadows. Build the terrain around clear landmarks and paths. Place a long translucent teal river running roughly north-south on the right side of the main view, a long ochre royal road parallel to it on the left, and a shorter cross-village road. Scatter simple stylized village houses across the plains: rectangular golden-beige plaster bodies topped with red-brown pyramidal roofs. Add many rounded green low-poly trees with brown trunks around the perimeter and near the roads. Include a circular tan training ground near the river, surrounded by eight short dark wooden training posts. Add a simple city gate landmark farther north, made from a pale wall block and a dark wooden arch. The playable avatar is a humanoid warrior loaded as a stylized RPG character model, placed at ground level and initially idle with a weapon. Support animated idle-with-weapon, walking, running, and sword-attack states. Movement controls are WASD or arrow keys; Space jumps; Shift runs. On desktop, J or Enter triggers an attack, and on touch/mobile provide a large circular ATTACK button at bottom-right. The attack is a practice/training strike only: it plays the sword attack animation, briefly displays “Training strike,” then returns to the idle weapon animation. Do not add enemies, health, damage, inventory, or combat targets, since the implemented attack is used for quest progression rather than fighting. Populate the world with a few simple wandering NPCs made from low-poly colored cylindrical bodies and spherical heads. Include roles such as guard, trainer, traveller, villager, and merchant; the guard carries a simple spear. They should gently wander around their home positions with small sinusoidal motion. Near the road/training area, show a radiant divine presence rather than a character model: a glowing golden sphere/halo with a golden ring, slowly rotating, representing Krishna’s presence. It should be an environmental quest landmark and have no combat interaction. Implement this exact sequential quest flow with proximity checks and the attack requirement: (1) initial quest text: “Reach the training ground beside the river.” When the warrior comes within approximately 11 units of the circular training ground, advance to (2) “Complete a practice strike at the training ground.” (3) After the player has attacked and is within approximately 12 units of the training ground, advance to “Return to the radiant presence for guidance.” (4) When the player is within approximately 8 units of the radiant presence, advance to “Explore the road toward the northern city.” Show temporary centered narrative captions in response to progression: “A respectful caption appears: The path of a warrior begins with discipline.”, “The radiant presence remains silent. A highlighted caption: Let action follow duty.”, and “A highlighted caption: The road north opens before you.” The game should continuously evaluate the proximity conditions while the player moves. Create a fixed overlay HUD matching the visible presentation: dark translucent brown/charcoal gradient panels with thin gold borders, rounded corners, warm cream serif typography, and subtle shadowing. At the upper-left show a large “DHARMA PATH” title panel. Beneath it show a “CURRENT QUEST” label in gold and the current quest sentence. At upper-right show the current region and weapon, initially “Indraprastha frontier” and “Weapon: Training sword.” Update the region label based on player x-position: show “Indraprastha frontier” when x is less than -15, “River villages” when x is greater than 10, and “Royal road” otherwise. At the bottom-center show the control hint: “WASD / arrows to travel · Space to jump · Shift to run · Attack to train”. Put the round outlined “ATTACK” button at bottom-right. Temporary narrative captions appear centered near the bottom above the hint, then fade away. Keep the interface readable over the landscape and responsive on small screens; on mobile the hint may be hidden while the attack button and quest/status panels remain. Use an appealing restrained palette: teal sky and river, ochre ground and roads, tan walls, red-brown roofs and wood, green trees, gold highlights, and cream text. Lighting should be warm and softly shaded, with fog making distant houses and trees fade into the atmosphere. The overall mood is contemplative, mythic, and exploratory, with straightforward movement through a sparse stylized world and a clear duty-and-discipline quest path.