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Arcade › Eldoria 10x
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Lucas Marcio built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Eldoria 10x yet. Play it, then tell Lucas Marcio what you would add next.
Eldoria 10x was built by Lucas Marcio 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 Eldoria 10x 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 fantasy RPG titled “Eldoria 10x”, with a Portuguese (Brazil) interface. Start on a full-screen character-selection menu over a dark, atmospheric medieval-fantasy background. The menu should be a centered dark translucent panel with a thin bronze border, rounded corners, soft shadow, and the large gold serif title “Eldoria 10x”. Under it show: “RPG medieval 3D original — escolha sua raça e entre no campo de farm.” On the menu provide four race/class selection cards in one row on desktop (two-by-two on narrow screens): Dark Elf with “crítico · sombra”, Elf with “velocidade · arco”, Humano with “equilíbrio”, and Orc with “força · vida”. Human is selected by default with a bronze/gold highlighted card. Although the labels describe archetypes, implement the actual class data as selectable color/bonus variants: Dark Elf bonus 1.18, Elf 1.12, Human 1.0, Orc 1.25, used as a multiplier on earned XP. Add gender buttons “Homem” and “Mulher”, with Homem selected initially. Add a wide bronze gradient button labeled “Entrar em Eldoria”. Include the small explanatory text “Servidor 10x: XP acelerada, monstros escalando até o level 80 e farm automático opcional.” After starting, hide the menu and show a third-person 3D scene. Use a dark teal sky/background with fog, a large circular dark green ground plane, scattered low-poly gray-green rocks, soft shadows, a cool hemisphere light and warm directional sunlight. The player is a modular low-poly adventurer character: load/use a male adventurer model for Homem or female adventurer model for Mulher, tint its materials slightly toward the selected class color, and play an idle animation. Place the player at the center. Use a perspective camera following behind and above the player, looking toward a focus point around the character’s upper body. The camera should orbit when the user holds the right mouse button and drags; clamp its vertical angle so it cannot flip. Maintain a distance of about 8.5 units and a third-person movement feel. Movement must use WASD or arrow keys through third-person controls, with movement speed about 5.2, jumping with Space, jump speed about 8, and gravity about -22. Also show the hint in the lower-right: “WASD / setas: mover · Espaço: salto” and “Botão direito pressionado + arraste: girar câmera”. When the game begins, spawn a wave of exactly 10 monsters arranged around the player at random radii between about 5 and 18 units. Use two visible monster types: mostly orange/brown flying bee-like Armabee creatures (7 of them) and three larger Big Orc creatures. Tint the two types differently, play flying-idle animation for bees and idle animation for orcs, and have each monster start with HP equal to level times 18. Give spawned monsters levels around the current player level, clamped from 1 to 80. Monsters should be visible targets and respawn after being defeated, with their position randomized in an area about 25 units wide and their level re-rolled around the current player level. Add a top HUD. On the left, show the character name as “Guerreiro” or “Guerreira” plus the selected race, the selected race again, “Level 1”, and an XP readout initially “0 / 100” with a bronze/gold progress bar. On the right show a button labeled “⚔ Farm automático: OFF” and a pill reading “Alvos: 10”. Add a temporary lower-left dark notification panel for gameplay messages and a lower-right camera/movement hint. Use the same dark translucent, bronze-bordered, warm gold-accent visual style as the menu. Implement the optional automatic farming toggle exactly as the core combat mechanic. It starts OFF. When turned ON, the player repeatedly finds the nearest living monster, automatically moves toward it at roughly 2.7 + level*0.02 units/second, faces it, and attacks when within 3.2 units. Attacks occur every 0.65 seconds and deal max(12, level*3) damage. There is no separate manual attack control in the shown interface. When a monster reaches zero HP, hide it, mark it dead, reduce the active target count, and after 3.5 seconds respawn it at full health. Award XP using the defeated monster’s level times 8, multiplied by 10 and by the selected race bonus; award gold using the same base amount times 0.7, rounded. The notification should report the monster defeat and the XP/gold reward. XP needed for the next level is current level times 100; repeatedly level up while enough XP remains, increasing the level up to a cap of 80, and show a “Level up! Você alcançou o level X.” notification. Keep the HUD level, XP text, XP bar, and target count updated. Do not add inventories, quests, spells, multiplayer, health UI, or other systems not represented here. Render with a low-poly, polished Three.js-style aesthetic, fog, ambient/directional lighting, shadows, and responsive full-window layout.