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Arcade › EldenCraft
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Aksel Bräysy built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about EldenCraft yet. Play it, then tell Aksel Bräysy what you would add next.
EldenCraft was built by Aksel Bräysy 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 EldenCraft 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 voxel fantasy action-collection game titled “EldenCraft · Shardwild.” Use Three.js-style rendering with a perspective camera following the player from behind at about 7 units distance. The scene should have a dark navy background and matching distant fog, strong warm directional sunlight with soft shadows, cool fill/rim lighting, and a chunky low-poly/cube-world aesthetic. Build a raised rectangular grassy voxel plateau roughly 15 blocks wide and 18 blocks deep. Cover it with green grass blocks, and put a centered raised brown dirt walkway/path about 5 blocks wide running from the front/south edge toward the back/north edge. Scatter some dark blue-gray stone blocks/steps around the grass perimeter. Add chunky ruined stone pillars/towers near the sides of the path, plus a few stylized low-poly trees and rocks around the outer edges. The visible scene should feel like a floating or elevated shard altar/wilderness arena, with the central path clearly navigable and the sides crowded with blocky ruins and vegetation. The player is a human adventurer in brown/olive modular armor and clothing, carrying a sword, shown as a full 3D character viewed from behind. Place the player at the front of the central path. Support WASD and arrow-key movement through the third-person controller, with the camera following and aiming at the player. Include a mobile/touch-friendly circular ATTACK button in the lower-right corner. Space (and E) should trigger the same sword attack as the button. The attack has a short active window and roughly 0.55 second cooldown; it damages nearby enemies within about 2.4 world units. Place exactly five collectible “skyshards” throughout the arena, at varied positions along the path and side areas. Each shard is a glowing gold/yellow faceted octahedron with a horizontal pale-gold torus ring around it; it floats and bobs gently while rotating. When the player comes within about 1.5 units, hide the shard, increment the shard counter, and show a brief message. After all five are collected, mark the game won and display the message “Shardwild conquered — press onward”; also show “The shard gate is open!” when the fifth is collected. The win is a simple completion state, not a separate level or cutscene. Add four blocky enemies called Hollow Knights, positioned around both sides of the walkway. Each should be made from a nearly black chunky rectangular body, gray-blue cube head, two small glowing red square eyes, and a simple angled gold sword. They have 2 hit points. When alive and within 6 units of the player, they slowly pursue the player, turning toward them; when within about 1.6 units, they damage the player if the player is not temporarily invulnerable. A successful sword hit reduces enemy HP and knocks it back slightly; after two hits make it invisible and show “Hollow knight defeated.” Enemy contact removes one of three hearts and grants about 1.2 seconds of invulnerability, with a brief “The hollow knight strikes” message. If hearts reach zero, restore the player to three hearts and respawn them at the front starting position with the message “You wake at the shard altar.” Use the Quaternius-style Adventurer model and idle sword animation if external low-poly assets are available; otherwise recreate it as a recognizable low-poly armored adventurer. Use simple box geometry for the Hollow Knights and voxel scenery. Enable cast/receive shadows, anti-aliasing, filmic tone mapping, and a warm/cool fantasy lighting contrast. Overlay a clean fixed HUD above the canvas: top-left, gold uppercase spaced lettering reading “ELDENCRAFT · SHARDWILD”; top-right, right-aligned status text showing “HEARTS” followed by three heart icons initially, “SHARDS 0/5,” and “WASD / arrows · Space attack.” At the bottom center show a dark translucent rounded hint pill reading “Collect the five skyshards. The hollow knights are watching.” In the lower-right show a 72–82px circular dark brown ATTACK button with a pale-gold border and gold uppercase text. Centered near the upper portion of the screen, use temporary gold notification text for collection, damage, defeat, and victory messages. Preserve the restrained dark navy, brown, moss green, slate blue, black, and luminous gold/red palette visible in the reference.