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Arcade › Diamond Verse
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Tyrone Power built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Diamond Verse yet. Play it, then tell Tyrone Power what you would add next.
Diamond Verse was built by Tyrone Power 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 Diamond Verse 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 third-person 3D adventure titled "DIAMOND VERSE" with a dark, glowing resonance aesthetic. Use a deep near-black purple background and fogged 3D scene, neon violet/cyan/gold accents, translucent dark HUD panels with thin lavender borders, rounded corners, and soft purple glow. The game should open with a centered start menu panel reading DIAMOND VERSE and the description: "A browser-made resonance adventure. Explore a crystal shore, solve scene puzzles, collect shards, and open the Loom." Include a character-name text field defaulting to "Weaver", a resonance-color dropdown with Violet resonance, Cyan resonance, Gold resonance, and Rose resonance choices, and a Begin button. Show the controls hint: WASD / arrow keys move, Space jumps, E tunes a shard, and seed sharing copies the world key. After beginning, place the player in a third-person camera view on a large dark-purple ground plane called a resonance shore. The player is a stylized wizard-like humanoid avatar, initially at the front of the scene, with a floating glowing resonance halo/ring above their head colored according to the selected resonance color. Use ambient hemisphere lighting, warm directional light, violet rim lighting, cyan glow lighting, purple fog, and a cinematic tone-mapped look. Scatter three luminous floating crystal shard objects in front of the player around the center of the shore: one large crystal and two smaller crystals, colored alternately violet and cyan. They should gently bob up and down and slowly rotate. Surround the playable area with a sparse ring of low-poly dark violet shore rocks, and place a thin gold torus/ring on the ground farther ahead to represent the Loom/finale area. The camera should follow the player in third person with a moderate perspective and enough distance to show the avatar and crystal shore. The core quest is to approach nearby singing crystals and press E to tune them. A nearby shard is eligible within roughly 3 world units; tuning it enlarges it slightly, changes its rotation, increases the shard counter (capped at 3), and raises coherence by 15 percentage points (capped at 100). The HUD quest progress bar should fill based on 3 shards. When the shard count reaches 3, mark the quest complete, set coherence to 70%, change the scene status to "All shards aligned. The Loom is listening.", and identify the next scene as "The Loom · Follow the resonance." The implementation may retain the tuned crystals in the scene while visibly marking them by their scale/rotation change, matching the simple prototype behavior. Keep a fixed HUD overlay. At upper left show a panel with DIAMOND VERSE, a scene status initially "Aura-01 Beach · Tune the singing shards", a Quest tag, quest text initially "Collect and tune three singing shards", a violet-to-cyan progress bar, and "Coherence 0% · Seed [six-digit world seed]". Update the percentage, seed, progress, and quest/status text as the player tunes shards. At upper right provide buttons labeled "Enable spatial audio", "Cardboard split: off", "ENTER VR", and "Hand menu". The spatial-audio button should initialize looping spatialized sine-tone voices at several pitches and start quiet looping background audio, then change its label to "Spatial audio on". The tones should be positioned around the player and be audible only when spatial audio is active. The Cardboard split button should toggle a side-by-side stereoscopic rendering mode and its label between on and off. ENTER VR should request WebXR when available and show an appropriate unavailable-browser message otherwise. Hand menu should open a small lower-right panel reading "Hand menu" and "XR select: tune nearby shards / Grip: change resonance color", with a Close button. Support keyboard movement using WASD and arrow keys, jumping with Space, and third-person avatar idle/walk/run/jump/fall animation states when available. Pressing M should copy a text world key in the form "Diamond Verse seed [seed]" to the clipboard and update the scene status to indicate that the co-op seed was copied. Generate a random six-digit-ish numeric seed on load and expose the current game state, including player position, for a simple browser game state API. The overall experience should feel like a compact playable prototype: low-poly fantasy assets, glowing crystals, dark cosmic shore, minimal combat-free exploration, readable large typography, and no invented enemies, weapons, health, timers, or additional levels beyond the visible shard quest and Loom transition.