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Arcade › Eclipsebound
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ayush. P Chopkar built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Eclipsebound yet. Play it, then tell Ayush. P Chopkar what you would add next.
Eclipsebound was built by Ayush. P Chopkar 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 Eclipsebound 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-playable 3D third-person action game titled “Eclipsebound // Ashes of the Seven.” Use Three.js or an equivalent WebGL engine with a perspective camera following the player from behind at roughly 7 units distance. The game takes place in a dark purple-black fantasy bastion courtyard: a large flat charcoal-purple ground plane, foggy near-black violet background, tall enclosing west/east walls, a north wall, and a monumental gate made from two tall purple stone pillars and a broad lintel. Place a glowing broken seal/rune disk on the ground near the gate, floating violet square ash particles around the arena, two large faceted violet crystals near the left and right sides, and a couple of dark rocks farther back. Use strong cool moonlike lighting, soft shadows, violet emissive accents, and a stylized low-poly fantasy look. The player is a humanoid armored warrior/Riftborn character, centered in the arena and initially positioned toward the south/front side facing the gate. Use a low-poly RPG warrior model with idle animation, warm brown/gold armor and a visible weapon silhouette. The camera is third person and orbit/look controlled by pointer or mouse; movement uses WASD or arrow keys, with Shift for running and Space for jumping. Also support mobile/touch action buttons. Keep the player inside the enclosed arena through the surrounding walls. Core goal: defend the Bastion gate by defeating three waves of Hollow Demons. Start with three large red/dark fantasy demon enemies positioned in front of the gate (approximately left, right, and center). Enemies use low-poly Big Demon-like models, idle animation, pursue the player when farther than about 2.3 units, and attack in melee range. Each demon has 60 health, moves at roughly 1.15–1.4 units/second, and damages the player for 7 vitality about every 1.2 seconds while in range. Defeated enemies shrink away. When all enemies in a wave die, advance to the next wave: for wave two spawn three more demons at roughly (-7,-5), (7,-5), and (0,-8) relative to the arena; after that, use the same final wave progression and finish when all three waves have been cleared. Do not add ranged attacks, loot, crafting, or extra enemy types. Implement two attacks. “STEEL STRIKE” is a close-range melee attack activated by Q or an on-screen button, with a 0.45-second cooldown. It hits every living demon within 3.2 units, deals 34 damage, knocks hit demons back slightly, and creates a brief burst of orange shards. If no enemy is close, show the message “Steel cuts the air. Close the distance.” Each kill awards 100 score and increases Hollowing by 5. “RIFT SURGE” is activated by E or its on-screen button, has a 4-second cooldown, increases Hollowing by 16, hits living demons within 6 units for 55 damage, and creates bright violet particle bursts; kills from this attack award 140 score. Display the message “RIFT SURGE — power borrowed from what waits beyond the seal.” Track Vitality, initially 100, and Hollowing, initially 12. Hollowing slowly drains by 0.7 per second but rises from attacks and taking damage; clamp it between 0 and 100. If Vitality reaches zero, stop the game and show a large centered result banner: “THE HOLLOWING CLAIMS YOU” with the subtitle “Press R to restart the Riftborn trial.” Allow R to reload/restart after game over. If all three waves are defeated, stop the game and show: “BASTION DEFENDED” with the subtitle “The seal is still broken — but you are still human. Score [final score]”. The status line should say “The first gate holds. The prophecy does not.” at the victory ending. During progression show “The breach widens. Another pack is crossing the ash.” Build a fixed overlay HUD matching the dark, minimal fantasy UI shown: top-left title in small uppercase widely spaced pale lavender text, exactly “ECLIPSEBOUND // ASHES OF THE SEVEN”; beneath it a short status/narrative line, initially “The Broken Seal — defend the Bastion gate. A Riftborn's power always leaves a mark.” Top-right show uppercase labels “VITALITY” and “HOLLOWING,” each above a rounded dark bar with a thin purple border; Vitality fill is muted crimson/pink and Hollowing fill is violet. Bottom-right show two stacked rounded dark-purple buttons with pale borders labeled “STEEL STRIKE” and “RIFT SURGE.” Bottom-left show the control hint: “WASD / arrows move · Shift run · Space jump · click to look · Q strike · E surge”; hide this hint on narrow mobile screens. Center result banners should use very large bold white uppercase text with a subtle shadow and a smaller lavender subtitle beneath. Add floating violet ash particles and temporary combat particle effects: orange shard bursts for Steel Strike and bright purple shard bursts for Rift Surge, with gravity/short lifetimes. Use fog, emissive violet rune/crystals, a nearly black-violet sky/background, and a restrained palette of charcoal, indigo, purple, lavender, crimson, and warm orange impact effects. Ensure the game is immediately playable in the browser, has responsive resize behavior, and supports both keyboard/mouse and the two visible touch buttons.