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ECLIPSE GODFALL

  • 3d
  • action-rpg
  • soulslike
  • dark-fantasy
  • cyberpunk
  • mobile
  • third-person
  • melee-combat
  • rpg
0
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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. Orion Brown built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about ECLIPSE GODFALL yet. Play it, then tell Orion Brown what you would add next.

Make your own game

ECLIPSE GODFALL was built by Orion Brown 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 ECLIPSE GODFALL 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 ECLIPSE GODFALL

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 playable mobile-friendly third-person 3D action RPG slice titled “ECLIPSE: GODFALL.” Use Three.js-style real-time rendering with a behind-the-player camera, dark Soulslike combat, cyberpunk industrial sci-fi elements, and a bleak dark-fantasy atmosphere. The game opens on a full-screen title/character-selection overlay labeled “Godfall Shore · First Awakening.” Show the title “ECLIPSE: GODFALL,” text explaining that the player washed ashore beneath a dead eclipse, and three selectable classes: Knight (more HP and sword), Drifter (fast roll and dagger/Chainsword Gunblade), and Prophet (more mana and healing). Include a “Wake Up” button. The default selected class is Knight, highlighted with a warm orange border.

After Wake Up, play an opening wake-up sequence before controls unlock: the chosen character lies/wakes on Godfall Shore, the camera begins low near the shore, rises beside the body, and settles into a third-person view near the first bonfire. Display brief center-screen messages such as “[CLASS] WAKES ON GODFALL SHORE,” “THE FIRST BONFIRE CALLS,” and then “RISE, GODKILLER.” The playable character is a stylized humanoid soldier/knight in dark armor, carrying a large glowing blue-white energy greatsword. Use a fixed-height over-the-shoulder camera that follows behind and above the character, with smooth camera orbit from right-side touch swipes or mouse dragging. Add optional lock-on that turns the camera/player focus toward the nearest living enemy.

Build the starting arena as a compact shore leading into a dark Godfall battlefield. The ground is nearly black and wet-looking, with a brown-black shore near the spawn point, a black tide ocean, several pale horizontal foam lines, wet rocks, wreckage logs, blood pools/smears, and industrial props such as antennas and stacked air-conditioning units. Place the First Bonfire checkpoint near the starting shore: a dark ash-circle altar with charred logs, an orange cone-shaped flame, and a flickering warm point light. Farther inland, surround the arena with ruined black cathedral-like rectangular structures bearing dim red rune/sign accents, black spikes/spires, hanging corpse-like silhouettes, and glowing dark cross-shaped ground strips. In the sky/background show a large dark red blood moon/eclipse. Use heavy brown-black fog, dim red/blue lighting, dynamic shadows, rain particles that periodically toggle on as “Acid Rain,” and a subtle cinematic scanline/vignette HUD treatment. The visual tone should match a nearly black, rust-red, industrial gothic world with occasional orange bonfire light and blue energy highlights.

The core loop is exploration from the shore toward enemies and the distant Godfall arena, melee combat, healing, checkpoint resting, and defeating enemies. Spawn two smaller corrupted mechanical knight enemies inland, one to the left and one to the right, plus a larger darker demon-like boss echo farther away near the back of the arena. The smaller enemies use compact mechanical models and the boss is visibly larger and darker. Enemies idle, turn toward the player, chase when the player comes within range, attack at close distance, and respawn at their original locations after resting at the bonfire. Give regular enemies about 95 HP and the boss about 260 HP. Regular attacks deal roughly 16 damage and boss attacks roughly 28 damage.

Implement the player resources and combat: HP, stamina, mana, and shield. A normal attack consumes 18 stamina, has a short sword-swing timing, and hits enemies in a short forward cone for about 31 damage. A heavy attack, where supported, consumes 32 stamina, has a longer timing/range, and deals about 52 damage. Rolling consumes 24 stamina and grants brief invulnerability; a forward dash consumes 18 stamina and moves the player forward with a shorter invulnerability window. Blocking is supported by the state/control system and consumes shield/stamina when hit. Healing consumes one of the player’s limited Estus Injector charges and restores about 58 HP. The Crimson Eye ability may consume mana to slow enemy attack timing, represented by a “CRIMSON EYE: TIME SLOWED” message. When an enemy is reduced to low health, the next successful finishing hit can trigger an execution: hide/defeat the enemy, restore some stamina, grant XP and souls, and show “EXECUTED”; executing the boss shows “GOD SLain”/“GOD SLAIN” and updates the quest text. Defeated regular enemies grant about 38 XP and 160 souls; the boss grants about 100 XP and 1000 souls. Reaching 100 XP levels the player up and awards a stat point. On player death show “YOU DIED,” then return the player to the checkpoint and restore the checkpoint state.

Use a compact HUD over the 3D scene. In the upper-left show the title and four horizontal resource bars labeled HP, STA, MP, and SHD, using dark red for health, green for stamina, blue for mana, and violet/gray for shield. Beneath them show the selected class, level, XP progress, equipped weapon, and remaining heals. In the upper-right show the current dimension “Godfall Shore,” weather (“Clear” or “Acid Rain”), time state (“Dusk” or “Night”), and quest text such as “Quest: Reach the Godfall Checkpoint,” later changing after the boss echo is slain. Show transient large serif center messages for wake-up, healing, hits, lock-on, execution, level-up, death, and bonfire restoration.

Use mobile controls visible in the lower interface: a small translucent virtual joystick at bottom-left for movement, right-side swipe area for camera orbit, and six compact circular action buttons at bottom-right labeled Atk, Roll, Dash, Heal, Lock, and Inv. Make the game playable with keyboard as well: WASD or arrow keys move, J attacks, Space rolls, Shift dashes, E interacts/opens the inventory, R heals, Tab toggles lock-on, and I or Escape opens/closes the inventory. Support pointer/touch input and basic gamepad movement/camera where possible. Keep the controls compact so the 3D scene remains visible.

Implement an inventory/pause panel opened by Inv, I, or interaction. It should list items including Rustbound Greatsword, Chainsword Gunblade, Estus Injector x3, and Worn Knight Armor, with class-specific additions such as Tide-Worn Cloak or Grave Priest Robes. Provide buttons for Equip Weapon, Use Item, Rest, Save, and Return. Equipping cycles between available sword/gunblade weapons. Rest only meaningfully restores the player and respawns all enemies at the First Bonfire; show “BONFIRE RESTORED.” Save and autosave use persistent local storage, with an on-screen save status. Initialize class stats and resource differences: Knight has about 145 max HP, 95 stamina, 55 mana, and 3 heals; Drifter has about 105 HP, 130 stamina, 65 mana, and 2 heals; Prophet has about 110 HP, 85 stamina, 125 mana, and 4 heals. Persist class, inventory, weapon, armor, position/resource state, level, XP, souls, and checkpoint-related data. Add procedural audio cues for wake-up drone, shore ambience, attack impacts, rolling/dashing thuds, healing chimes, UI clicks, and bonfire crackle. Keep the experience as a focused playable slice rather than adding unimplemented areas or bosses beyond the two mechanical enemies and the distant boss echo.

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