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Ember Trial

  • 3d
  • arcade
  • action
  • timed
  • magic
  • browser
  • mobile-friendly
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. Jeremiah Carr built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ember Trial yet. Play it, then tell Jeremiah Carr what you would add next.

Make your own game

Ember Trial was built by Jeremiah Carr 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 Ember Trial 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 Ember Trial

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 Three.js-style 3D browser mini-game titled “Ember Trial.” It is a timed fireball-training challenge in a small, dark fantasy dungeon arena. The player controls a compact robed mage viewed from a close third-person over-the-shoulder camera. The mage stands on a square grid of large dark wooden floor tiles, enclosed visually by darkness/fog; four corner areas contain dungeon pillars and lit torches, with a few small barrel stacks around the perimeter. Use a nearly black purple-brown background, heavy dark atmospheric fog, cool violet moonlight from above, and strong orange/red firelight from the mage’s glowing casting hand and the torches. The overall style is low-poly dungeon assets with dramatic emissive fire VFX and warm orange against deep purple shadows.

Place exactly five medieval target dummies in the arena at separated positions: roughly back-left, center-back, back-right, front-left, and front-right. They are large readable KayKit-style wooden/medieval hexagon targets, each with a subtle ember point light, and rotate to face the player. The player begins near the front-center of the arena. Keep movement constrained to a square arena boundary approximately 13.5 world units from the center.

Core objective and rules: start with a 45.0 second countdown and 0 / 5 targets destroyed. The timer begins when the player first casts. Destroy all five dummies before time reaches zero. On success show a centered modal titled “Trial Complete” with text explaining that every dummy burned before the bell; on failure show “Flame Extinguished” with text saying time ran out. Both end states have a Restart trial button that resets the timer, all targets, player position, projectiles, and particles.

Controls: on desktop, WASD or arrow keys move relative to the current aim direction. Drag across the canvas to aim horizontally and vertically; clamp vertical aim so it cannot point excessively up or down. A click/tap on the arena, Space, or the mobile CAST button fires. On touch devices show a translucent circular joystick in the lower-left with a glowing orange knob, and a large circular orange gradient CAST button in the lower-right. The joystick moves the mage relative to aim. Avoid letting the HUD intercept arena pointer input except for its controls.

Fireball casting behavior: enforce about a 0.66 second cast cooldown. At the glowing hand, first create a brief charge-up of roughly 22 orange and pale-yellow flame particles. Then launch a bright additive glowing orange fireball with a dynamic orange point light, traveling along the aim direction at high speed. Give it a short approximately 0.18 second charge delay/growth before it travels. Continuously spawn a few expanding gray-brown smoke sprites behind it as a trail. When it intersects a live target within a small radius, hide that target and its ember light, increment the destroyed count, and create an impact at the target. If it misses, expires, leaves the arena, or drops too low, create the same impact at its final location without destroying anything. Play a heavy impact sound on each impact.

Impact VFX should be prominent: a short-lived bright orange point-light flash, dozens of additive orange/red sparks and fire-burst particles shooting outward, plus a cloud of expanding translucent gray smoke that fades over roughly a second. Projectiles glow and pulse slightly while traveling. The mage’s hand should continuously flicker with orange emissive intensity and illuminate nearby floor; torches should also provide warm point lights and shadows. Use soft shadows, ACES-like filmic tone mapping, emissive sprite particles, and subtle fire glows.

HUD: place two dark translucent rounded rectangular panels along the top, outlined with thin amber borders and soft orange shadows. The first reads “TIME” and a large value such as “45.0”; the second reads “TARGETS” and “0 / 5.” On desktop also show a small control hint: “WASD / arrows move · drag to aim · click/tap casts.” Put a glowing pale-gold four-point star crosshair at the screen center. The HUD should be responsive and safe-area aware; hide the desktop hint and show mobile controls on narrow/coarse-pointer screens. Use warm cream text, muted copper labels, and orange glow accents. Do not add unrelated enemies, weapons, inventory, health, or extra game modes.

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