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Embervale RPG

  • 3d
  • top-down
  • action-rpg
  • low-poly
  • fantasy
  • collectathon
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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. Lior Glaser built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Embervale RPG yet. Play it, then tell Lior Glaser what you would add next.

Make your own game

Embervale RPG was built by Lior Glaser 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 Embervale 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.

Read the build brief for Embervale RPG

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-based 3D top-down action RPG titled "Embervale RPG". Use a Three.js-style scene with a perspective camera following the player from above at roughly 12 units away. The world is a simple square forest clearing: a large dark green grass ground plane, a straight tan-brown path about 5 units wide running vertically through the center, fog fading into a dark blue-gray background, soft shadows, warm directional sunlight, cool rim light, and a stylized low-poly appearance. Place several low-poly evergreen trees around the edges (brown polygonal trunks with broad green conical crowns), scattered faceted gray rocks, a green medieval guild hall/building near the upper-left area, and a few wooden barrels beside it.

The player is a small stylized humanoid hero positioned initially near the bottom of the path. Build the avatar from simple primitives: a blue capsule-like body, a light skin-colored spherical head, and a short bright metallic sword held to the character’s right side. The player moves freely over the ground using WASD or arrow keys, and on mobile support a touch joystick. Press Space to perform a sword strike; show a brief visible sword swing animation and enforce a short attack cooldown. Keep the camera centered/following the hero in a top-down view.

Scatter five collectible glowing cyan shards along the path and nearby forest, represented by bright emissive low-poly octahedrons that rotate and gently bob. When the player comes within collection range, hide the shard and increase the shard counter. Add three hostile low-poly pink/red slimes in the forest/path area. Slimes should gently squash/stretch, detect the hero within about 5 units, and slowly move toward the hero; on close contact they damage the player with a cooldown. A sword strike hits nearby enemies within about 1.7 units, removes one of their 2 hit points, and hides a slime when its health reaches zero. Defeated slimes and collected shards both increment the same displayed numeric counter, so the UI counter is a general "shards" score even though combat also increases it. Every three points, increase the displayed level by one.

Implement five starting hearts/health, with contact damage reducing health. When health reaches zero, stop normal play and change the quest message to "You fell in the forest. Refresh to try again." There is no separate victory screen or explicit completion trigger; preserve the ongoing scene even after all visible collectibles/enemies are gone. Include a game-state representation for player position, score, health, level, enemy positions/health/visibility, and game-over status if supported by the platform.

Overlay a fixed HUD without blocking gameplay. In the upper-left, show a dark translucent rounded panel with a thin warm border, the gold title "EMBERVALE", then "❤️ 5 / 5", "◆ 0 shards", and "Level 1"; update these values live. In the upper-right, show a dark translucent rounded quest box reading exactly "Quest: collect the glowing shards and clear the forest path." In the bottom center, show a pill-shaped dark translucent control hint reading "WASD / arrows to move · Space to strike · touch joystick on mobile". Use a clean system sans-serif font, warm gold title styling, subtle blur/shadow, and a restrained dark fantasy color palette. Ensure the whole viewport is filled by the canvas, with responsive resize behavior and no scrolling.

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