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Arcade › Eilidora RPG
Click the game above and it runs right here in your browser. No download, no installer, no account needed. hmleben built it with Cinevva, so it works on a phone or a tablet too.
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Eilidora RPG was built by hmleben 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 Eilidora RPG 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 playable browser 3D third-person low-poly fantasy RPG slice titled “Eilidora RPG.” Use a colorful, softly lit, asset-based medieval fantasy aesthetic: a small novice adventurer in dark olive/brown armor with a visible wooden sword, an elderly wizard-like NPC, goblins, a large demon shrine boss, simple fantasy cottages/tower/temple, grouped low-poly trees and rocks, gold coin bundles, flower-like herbs, and a small crystal Moonstone. Use a large bounded outdoor world viewed from a smooth over-the-shoulder camera behind the player. The player begins near the village plaza at approximately the center-south of the map, with green grass everywhere, a wide tan packed-earth path running north from the village toward the shrine, a circular tan village plaza, and a gray stone circular shrine area at the far north. Place two cottages around the village, a tower and another cottage near the village, forest trees and rocks around the edges and along the path, and a ruined temple/shrine at the north end surrounded by fallen stones. Use a bright blue sky/fog background, warm directional sunlight, soft shadows, and a clear colorful low-poly presentation. Core objective and progression: the novice adventurer must recover the stolen Moonstone from the ruined shrine demon and return it to Elder Mirelle in the village. Start with 100/100 health, 2 potions, zero coins/herbs, and weapon level 1. Elder Mirelle stands just west of the village center. Press E near her to begin the quest and show dialogue explaining that the Moonstone was stolen by a shrine demon. The quest stages shown in the HUD should be: talk to Elder Mirelle; gather strength/collect coins and herbs and defeat the forest goblins; enter the ruined shrine and defeat the Moonstone thief; pick up the Moonstone; return it to Elder Mirelle; then a completed “Eilidora is safe” state. Place six collectible gold bundles and six herb flowers across the forest/path area. Walking within roughly one meter of a collectible automatically picks it up, hides it, increments the corresponding inventory count, and shows a brief toast. Place two ordinary goblins in the forest near the path and one goblin guard near the shrine. Goblins have 38 or 45 health, pursue the player when within about 10 meters, attack at close range, and award one coin when defeated. They should use idle, walk, attack, hit, and death animations. At the ruined shrine, pressing E within about five meters awakens the dormant Moonstone boss, a large demon with 130 health, 17 damage, and a larger collision radius. It initially remains invisible/dormant. When awakened, show a threatening boss dialogue, make it visible and active, and have it pursue the player within about 12 meters, attack at close range approximately every 1.35 seconds, and use idle/walk/attack/hit/death animations. The player’s basic melee attack is a forward-facing sword swing with a short cooldown of about 0.62 seconds and hits nearby enemies within roughly 2.2 meters and a forward cone. Deal 20 + 13 times the current weapon upgrade level damage per hit. Defeated ordinary enemies disappear after their death animation; defeating the boss awards five coins, drops a spinning/floating Moonstone crystal just beyond its position, and advances the quest. Collecting the Moonstone marks it in inventory and changes the objective to return to the elder. Returning to Elder Mirelle while carrying it wins the game, removes the Moonstone from the carried state, displays a victory message and a “Play Again”/restart button. If health reaches zero, play the player death animation, show a loss message and a “Restart” button. Include an optional elder upgrade interaction: near Elder Mirelle, if the player has at least 3 coins or 2 herbs and is below weapon level 3, pressing E consumes 3 coins (prefer coins, otherwise 2 herbs), increments the weapon level, and displays dialogue saying attack power increased. If there are insufficient materials, show dialogue requesting 3 coins or 2 herbs. If the player has the Moonstone, interaction should prioritize completing the game. Elder interaction should show a “Talk / upgrade with Elder Mirelle” prompt, while the shrine shows “Challenge shrine boss.” Controls must be WASD or arrow keys to move relative to the camera, with player movement speed about 5 units/second and the player rotating toward travel direction. Move the mouse while pointer-locked after clicking, or right-drag, to rotate the third-person camera horizontally and adjust its pitch. Left click attacks and requests pointer lock; E interacts/talks/challenges the shrine; Q consumes one potion and restores 42 health, capped at maximum health. Enemies can damage the player, with brief invulnerability frames after being hit. Add simple click, impact, and bell sound effects where possible. Build a clear fixed HUD over the 3D view. In the upper-left, show a dark translucent rounded panel with a gold border, the “Eilidora” medieval-style title, a red/orange health bar labeled with current/max health, and inventory counters for coins, herbs, potions, and sword level; include a Moonstone indicator once collected. In the upper-right, show a matching Quest panel with the current objective. Near the lower center show contextual E prompts. Use a centered initial hint reading “WASD move • mouse turns camera • Left click attack • E interact • Q potion,” fading once the player acts. Show Elder/quest dialogue in a wide dark panel along the bottom with gold border and speaker name, and brief gold pill-shaped toast notifications near the top center for pickups, hits, potion use, and other feedback. Keep the play area bounded, provide a floating golden cone/arrow quest marker that points to the current elder, forest enemy/path region, shrine, or elder return target, and hide it after victory or defeat. Expose game state hooks if supported: getGameState should report player position/health, camera angles, quest, coins, herbs, potions, upgrade, Moonstone and boss states, enemy states, and win/loss; setGameState should allow live adjustment of player and inventory/quest fields.