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Échos d’Astréa

  • 3d
  • action-rpg
  • fantasy
  • third-person
  • browser
  • low-poly
  • quest
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. Amir built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Échos d’Astréa was built by Amir 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 Échos d’Astréa 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 Échos d’Astréa

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.

Recreate a French-language browser 3D action-RPG prototype titled “Échos d’Astréa”. Use Three.js with a third-person camera following a knight player, mouse camera control, WASD movement, jumping through the third-person controller, and responsive keyboard plus touch/button controls. The scene is a dark blue-green fantasy forest called Lumen / Whispering Forest on astral islands: a large green ground plane, a broad tan road running through the forest, a blue astral river off to the right, scattered stylized pine-tree groups, and two large rustic archery/wooden fantasy buildings flanking the road near the village. Place a glowing blue circular portal on the road deep in the forest, made from a bright cyan torus ring and dark blue magical center. Use a moody navy sky/background, atmospheric fog, soft shadows, bright hemisphere fill and warm directional sunlight. Use low-poly/stylized fantasy GLB assets: an animated male knight as the player, a similar idle knight guide named Elyra near the village, demons and orcs as enemies, and a large dragon as the later boss. Animate idle, walk/run, sword slash, punch, hit reaction, and similar available character animations; enemies should chase the player when within roughly 14 world units, approach to melee range, and periodically damage the player. Start with a full-screen cinematic intro overlay: kicker “CHRONIQUES D’ASTRÉA · PROLOGUE”, large gradient title “ÉCHOS D’ASTRÉA”, the text “Les îles d’Astréa se fissurent. Des portails s’ouvrent dans la forêt et les monstres descendent vers Lumen. Ta première quête commence maintenant.”, an “Entrer dans le monde” button, and the subtitle “Prototype browser 3D · clavier, souris et commandes tactiles”. The intro fades away when the button is pressed or a key is pressed, then show a toast saying the road is open and the player should speak to Elyra with E.

Implement the actual quest progression: initially show the quest panel “Quête · Les ombres de Lumen” with objective “Repousse les démons près du village.” Spawn four nearby enemies—two demons and two orcs—around the road. The player’s sword attack is triggered by left click, Space, or the ÉPÉE touch button, has a short cooldown, finds the nearest living enemy within about 3.7 units, turns the knight toward it, and deals melee damage. Q or MAGIE casts an arcane attack if enough Éther is available, consumes 28 mana, has a longer cooldown, damages the nearest target more heavily, and creates a glowing pulsing blue orb effect above the player. R or POTION consumes one of four potions and restores up to 42 health only when health is below full. Health is 100, mana/Éther is 100 and regenerates gradually, and the player resets to full health and returns to the village start position if defeated. Defeated enemies disappear, grant 25 XP; reaching 100 XP levels the player up and rolls XP back by 100. The first interaction with Elyra using E, while close to her, updates the quest text: before all four enemies are defeated, say “Repousse les démons pour protéger Lumen.” and show an encouraging toast; after they are defeated, say “Le portail est actif. Entre dans le donjon.”

When the player is close to the glowing portal and presses E after clearing the enemies, spawn the large astral dragon at the far end of the forest as the boss, reveal a centered boss panel titled “Gardien draconique” with a red health bar, and update the quest text to “Boss : terrasse le dragon astral.” Show a toast that the astral dragon descends on the forest. The dragon should chase and attack like the other enemies but be larger, have 330 HP, move a little more slowly, hit harder, and use its attack animation; its defeat grants 120 XP, hides the boss bar, and changes the objective to “Le Gardien vaincu. Explore les îles suivantes.”

Design the HUD as translucent dark navy rounded panels with pale blue borders and subtle blur/shadow. At top left show “ÉCHOS D’ASTRÉA” and “Lumen · Whispering Forest · Îles astrales”; beside it show the quest title/objective. At top right show “Niveau 1 · XP 0/100” dynamically, then PV and Éther numeric values with horizontal gradient bars (pink/orange health and blue/purple mana). When the boss exists, put the centered boss panel at the top. At bottom left show a compact control legend: WASD déplacement, Souris caméra, Clic / Espace épée, Q La magie, E parler / portail, R potion. At bottom right show three circular touch buttons labeled ÉPÉE, MAGIE, and POTION, with blue, purple, and dark red color treatments. Use French labels and toast notifications throughout, including enemy hit/defeat messages and potion use. Keep the visual style atmospheric, polished, low-poly fantasy, with the camera looking down the road toward the portal and the knight visible in the lower foreground.

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