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Echo of the First Sin

  • 3d
  • action-rpg
  • dark-fantasy
  • isometric
  • dungeon-crawler
  • procedural
  • browser-game
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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. James Bond built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Echo of the First Sin yet. Play it, then tell James Bond what you would add next.

Make your own game

Echo of the First Sin was built by James Bond 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 Echo of the First Sin 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 Echo of the First Sin

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.

Rebuild a dark-fantasy 3D action RPG titled “The Echo of the First Sin” (the in-game class screen calls the hero Kaelen). Use Three.js or an equivalent browser 3D engine with an isometric-ish third-person camera: a perspective camera follows the player from an offset approximately (18, 22, 18), looking down at the character, with dark fog and warm directional lighting. The world should be low-poly, muted, and medieval-fantasy: brown stone/earth floors, gray building walls and columns, ruined cathedral architecture, sparse dark cone-shaped trees, purple/blue magical glows, and a Georgia-style fantasy UI with dark translucent panels, gold/brown borders, and gold headings.

At startup show a centered modal class-selection screen over the game, titled “The Echo of the First Sin,” with the text “Choose your class to begin your quest as Kaelen.” Provide three buttons: Warden (Warrior) — “Heavy armor, Oathbreaker ability”; Soulshaper (Mage) — “Ranged magic, Echo Walk”; Shadowcloak (Rogue) — “Daggers, Unweave Step.” After selection, spawn a humanoid animated knight/player model in the hub and initialize that class’s stats: Warden 120 max health, 60 max mana, 18 attack; Soulshaper 80 health, 110 mana, 12 attack; Shadowcloak 90 health, 75 mana, 15 attack. Begin at level 1, 0/100 XP, and 0 gold.

The starting zone is Haven’s Rest, a 48-by-48 ruined sanctuary hub with a brown floor, eight perimeter columns, a central circular fountain with blue translucent water and a blue point-light glow, scattered dark trees, and five simple humanoid NPCs with floating gold name labels: Garrick Ironhand (forge), Mira the Silent (merchant), Elder Orin (lore), Sera Nightwood (inn), and Captain Valerius (quest). Include a wooden quest-board-like object and a glowing purple circular portal near the south side of the hub. Clicking the portal enters the dungeon; pressing E while in the dungeon returns to the hub. The hub also creates a weak tutorial enemy after a short delay.

The main dungeon is “The Shattered Monastery.” Generate it procedurally on a 28-by-28 grid: create five separated rectangular rooms, connect consecutive room centers with one-cell-wide L-shaped corridors, place brown floor tiles and gray perimeter walls around all walkable cells, and occasionally place a column in rooms. Spawn eight ordinary skeleton-like enemies across random rooms and one larger boss skeleton in the last room. Ordinary enemies have 45 HP, speed 2.8, and 12 attack; the boss has 180 HP, speed 3.2, 22 attack, is scaled up to about 1.35x, and emits a purple glow. Place four simple brown loot chests in random rooms. Use animated knight and skeleton models when available, with primitive capsule/box fallbacks if models fail.

Support both click-to-move and keyboard movement. Left-clicking empty ground raycasts onto a large invisible ground plane and makes the player move toward that point at speed 6. WASD and arrow keys move directly, canceling click movement; the player rotates to face movement direction. Left-clicking a nearby enemy (within 4.5 units) performs a basic attack with a 0.75-second cooldown, dealing class base attack plus a random 0–6 damage. If a click is not setting a movement target, also attempt the nearby attack. Right-click activates the class special if at least 18 mana is available, consuming 18 mana and using a 1.2-second cooldown: Warden’s Oathbreaker deals 65 damage to the nearest enemy within 6 units and creates a brief orange flash; Soulshaper’s Echo Walk teleports 8 units forward based on facing; Shadowcloak’s Unweave Step dashes 7 units forward and deals 28 damage to enemies within 5 units of the destination. The basic attack consumes an additional 4 mana for Soulshaper only. Disable the browser context menu.

Enemies chase the player when within 22 units, rotate toward the player, and attack in melee within 1.6 units about every 1.1 seconds. Damage reduces health and updates the HUD. If health reaches zero, set it to 1, alert “You have fallen. Returning to Haven’s Rest...,” and return the player to the hub. Defeated enemies grant 18 XP and 8 gold, or 55 XP and 35 gold for the boss. Defeated enemies drop a colored spherical pickup with a randomly selected rarity: Common (55%), Rare (25%), Epic (13%), Legendary (5%), or Set (2%). Randomly select weapon, armor, or consumable loot names: weapons “Rusted Blade,” “Void Dagger,” or “Echo Staff”; armor “Tattered Cloak,” “Bone Plate,” or “Warden Gauntlets”; consumables “Health Potion,” “Mana Flask,” or “Ration.” The player automatically collects nearby loot within 1.8 units, and can also click loot. Health Potion restores 35 health, Mana Flask/Ration restore 30 mana when used from the inventory; non-consumables currently grant +3 attack when clicked and are removed. Keep at most 12 inventory entries, dropping the oldest when full.

Clicking an unopened dungeon chest opens it, removes it, adds an “Ancient Relic” armor item with random rarity, and grants 15 gold. Clicking a hub NPC opens a centered dialogue panel with gold title and selectable options. Garrick offers weapon upgrade (+5 attack for 25 gold), repair (no effect), or leave. Mira sells a Health Potion for 12 gold or sells one inventory item for 18 gold. Elder Orin displays the lore text “The Fourth Seal is not stone... it is your sister. The Unweavers know this.” and offers a no-effect lore option or a quest option granting 12 XP. Sera offers rest for 8 gold, fully restoring health and mana, rumors (no effect), or leave. Captain Valerius displays “The Unweavers are close. We need you to clear the Shattered Monastery.” and can accept the quest, switching to the dungeon, ask about the sister, or leave. Escape closes an open dialogue.

When XP reaches the current threshold, level up: increase level by 1, reset XP to 0, increase the next XP threshold by multiplying it by 1.35, add 8 max health and 6 max mana, and fully restore both. Use per-class skill definitions and show a skill tree when K is pressed: Warden Oathbreaker (level 2 active, “Sacrifice 30% armor for 200% damage”), Shield Bash (level 4 active, “Stun nearby enemy”), Defensive Aura (level 3 passive, “+15% damage reduction”); Soulshaper Echo Walk (level 2 active, “Teleport 8 units forward”), Void Bolt (level 4 active, “Ranged magic attack”), Mana Surge (level 3 passive, “+20% mana regen”); Shadowcloak Unweave Step (level 2 active, “Phase through enemies for 2s”), Poison Strike (level 4 active, “Apply damage over time”), Evasion (level 3 passive, “+25% dodge chance”). Skills unlock automatically at their levels; the existing activation behavior should at minimum invoke the corresponding special for the level-2 movement/damage abilities. Show a brief alert hint about new skills at levels 2 and 4.

Make the persistent HUD match the visible dark UI: bottom full-width row with three labeled bars—Health in dark red, Mana in royal blue, and Exp in gold—with text values; upper-right Inventory panel with gold/brown border, item list colored by rarity, and Gold count; upper-left 120x120 dark minimap with brown border showing the player as a gold square, enemies as red squares, and the hub portal as a blue marker; and a status label under the minimap reading “Level [number] • [Haven’s Rest/The Shattered Monastery].” Use subtle fog, shadows, animated model idle/walk animations where available, and camera smoothing. Do not add mechanics not described here.

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