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Arcade › Emberfall
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Beka Katamadze built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Emberfall yet. Play it, then tell Beka Katamadze what you would add next.
Emberfall was built by Beka Katamadze 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 Emberfall 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.
Recreate “Emberfall,” a browser-based third-person fantasy RPG slice called “Chronicles of the Ash Coast.” Use a dark, atmospheric 3D presentation: deep navy sky/background with fog, a muted green ash-coast ground plane, a broad brown road running through the area, warm golden sunlight from one side, cool blue rim lighting, soft shadows, and a cinematic but low-poly RPG asset style. The camera should follow the player from behind at third-person distance, with mouse/touch orbit behavior appropriate for a third-person controller. The playable space is a small open outdoor road/camp area. Place the warrior hero at the near end of the road, initially around the road’s southern end. The hero is a human armored warrior with a glowing golden selection ring beneath them and idle/run/sword attack animations. Put a camp guide NPC near the far end of the road, marked by a floating glowing gold quest marker. Add a wooden fantasy watchtower/building off to one side near the camp, plus scattered pine trees and rocks around the perimeter. There is no elaborate level geometry: the important visual landmarks are the straight old road, guide/camp area, watchtower, trees, rocks, and enemies. At launch, show a full-screen dark translucent start card over the game. It contains the gold title “EMBERFALL,” the subtitle/description “A third-person fantasy RPG slice inspired by classic castle-and-clan adventures: explore the Ash Coast, meet the guide, and clear the road of raiders.”, and a gold button labeled “ENTER THE ASH COAST.” The game is paused until this button is clicked. After starting, show the HUD over the 3D world. The main quest HUD at the top right must read “QUEST · THE ASHEN ROAD” and initially say “Speak with the camp guide.” The implemented quest progression is combat-driven: the player can clear the road by defeating at least three enemies; after three kills change the quest text to “Return to the camp guide.” Keep the guide visibly present with the quest marker. Do not invent a dialogue system or an additional quest-completion reward—the actual implementation only displays these quest states. Spawn six hostile enemies along and around the road: three full-sized knight/raider enemies with about 45 HP each and sword-slash attacks, and three smaller scaled green/monster enemies with about 32 HP each and punch attacks. They idle when distant, walk toward the player when within about 8 world units, and attack automatically at close range (within about 1.8 units). Knight attacks deal 5 damage and goblin/monster attacks deal 7 damage. Attacks repeat on roughly 1.25-second knight or 1.05-second monster timers. When the player defends, incoming damage is reduced to 30% of normal. If HP reaches zero, restore the player to full HP and teleport them back to the starting camp/road position with a toast reading “You wake at the campfire.” The player starts at level 1 with 100/100 HP, 18/100 XP, 45 gold, one Health Potion, zero Ashen Coins, zero Raider Tokens, and zero kills. Player sword attacks have a short cooldown of about 0.55 seconds, alternate between two sword attack animations, and damage the nearest living enemy within about 2.6 units for 25 HP. On a kill, hide that enemy, add 28 XP (capped at 100), add 12 gold, add one Ashen Coin and one Raider Token, and spawn one hovering, spinning, glowing teal octahedron loot pickup representing a Health Potion. Pickups within about 1.25 units are collected automatically, incrementing the inventory and showing “Picked up Health Potion x1.” Use combat toast messages such as “Steel cuts through the raider!”, “Raider defeated · loot dropped!”, “A goblin swings at you!”, and “A raider attacks!” Movement should support WASD and arrow keys through a third-person controller, with sprint behavior as provided by the controller. Allow jumping with Space and a mobile JUMP button. Allow attacking with left mouse click, E, or the mobile ATTACK button. Allow defending while Q or Shift is held, and provide a hold-to-defend mobile DEFEND button that visibly activates and changes the HUD guard state. The game’s action buttons should be large, rounded, high-contrast controls at the lower right: red “⚔ ATTACK,” blue “🛡 DEFEND,” and green “↟ JUMP.” Prevent combat actions while inventory or map overlays are open. Build a dark glassmorphism HUD. In the upper left show a rounded translucent panel with gold “EMBERFALL” branding and the subtitle “Chronicles of the Ash Coast.” In the upper right show the quest panel. In the lower left show a compact status panel with LEVEL 1, “45 gold,” a red HP bar and “100 / 100,” a GUARD status initially “READY,” a teal-to-blue XP bar, and “18 / 100.” Update these values during play; guard should read “DEFENDING” while held, “ATTACKING” during the attack action, otherwise “READY.” Include top-right translucent buttons labeled “INVENTORY · [count]” and “MAP · M.” Inventory opens as a centered dark panel titled “ADVENTURER’S PACK,” listing the three actual item types—Health Potion, Ashen Coin, and Raider Token—with quantities, plus a “CLOSE PACK” button. The initial total item count is one. Map opens as a centered panel titled “ASH COAST MAP,” showing a simple gridded blue map viewport with a vertical brown road and colored markers: gold player, teal guide, purple square watchtower, and red enemy markers for all six enemies, hiding markers as enemies die. Include a legend for You, Guide, Raiders, and Watchtower, plus a “CLOSE MAP” button. Toggle inventory with I or its button and map with M or its button; opening one closes the other. At the lower right/bottom, include a small control hint on desktop: “WASD / arrows move · Shift sprint”, “Click or E attack · Q/Shift defend · Space jump”, and “Mobile: use the action buttons.” Use responsive mobile layout: hide the desktop hint, keep compact branding/quest/status panels, and keep action buttons reachable. Use warm gold for headings and quest accents, navy/black translucent panels with thin light borders, red for HP/attack, cyan/blue for XP/map/defense, and rounded corners throughout. Render the 3D models with shadows, fog, ambient hemisphere light, warm directional light, and cool rim light for the same moody Ash Coast atmosphere.