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Click the game above and it runs right here in your browser. No download, no installer, no account needed. cwcgaming built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Emberwild Oath yet. Play it, then tell cwcgaming what you would add next.
Emberwild Oath was built by cwcgaming 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 Emberwild Oath 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 fantasy action-adventure called “Emberwild Oath.” Use a low-poly, colorful asset-pack aesthetic: a broad rolling green grass basin under a pale blue sky with light fog, warm directional sunlight, soft shadows, scattered tan worn-road patches, stylized evergreen/pine trees, mossy rocks, and distant stone structures. The camera follows behind and slightly above the player in an over-the-shoulder/broad third-person view, with mouse/touch drag orbiting around the character and a small diamond crosshair centered on screen. Keep the world open and explorable across roughly a 220-by-220 terrain area, with uneven procedural hills and the player starting near the south/valley gate at approximately (0, -18). The visible hero is a stylized armored warrior carrying a sword, controlled with WASD or arrow keys (and a mobile virtual joystick), moving relative to the camera. The hero can attack with Space or an on-screen Attack button: attacks cost 18 stamina, create a brief pale sword-slash arc, and damage nearby targets in front of the warrior. Add stamina-based dodge rolls with Shift or a Roll button: rolls cost 28 stamina, move quickly forward for about half a second, and grant temporary invulnerability. Stamina regenerates while moving or standing still. Enemies are roaming stylized low-poly demons placed around the basin; they patrol their home areas, chase the player within range, attack at close distance, have 45 HP, and can be defeated with sword attacks or by the companion. Defeated demons disappear, increment a kill count, and often leave floating rotating red/pink glowing octahedral “blood ember” health pickups that restore 28 HP when collected. Player health is 100; taking damage briefly protects against repeated hits, and death displays “You Died — Press R to rise again,” with R reviving the hero at the valley gate with full HP/stamina. Include the actual progression: the first objective is to travel north to a large stylized rune tower/shrine around (6,34) and press E or the mobile Bond button nearby to awaken its beacon. When activated, the tower’s tall vertical glowing amber beacon becomes visible/pulses, with a ring around its base and surrounding fallen rune pillars. A wild Alpaking-like creature waits near the tower area around (-18,24). Approach it and weaken it with sword attacks until its HP is 30 or lower, then press E/Bond to forge the bond. Show a Bond meter in the HUD; after bonding it is full, a cyan ring marks the companion, and the creature follows the player, can be called/teleported to the player’s side with F or the Call button, and automatically harasses nearby demons. Before bonding, the creature backs away when approached. After bonding, the objectives require banishing four demons. Once four kills are reached, unlock/announce the Ash Wyrm boss in a northern rune arena beyond the tower, around (6,60). Build the arena as a dark circular scorched ground patch with three glowing orange concentric rune rings and a perimeter of charred spikes, containing a large stylized dragon-like Ash Wyrm model. Trigger the boss encounter when the player enters the arena; show a centered boss HUD panel labeled “Ash Wyrm” with a large red/orange health bar (420 maximum). The boss should have a two-phase health threshold, charge/roar behavior and dangerous fiery breath/cone hazards that the player must dodge; make melee openings after its charges, while the bonded companion can help harry it. Player sword hits should deal 24 damage to ordinary targets and the boss (boss melee reach slightly larger), and the boss should be defeatable; on victory, show the final objective/message that the Wyrm is defeated and the Emberwild remains open to explore and call the companion. Do not add unrelated weapons, crafting, inventories, quests, or abilities beyond these mechanics. HUD/UI: use dark translucent rounded panels with subtle gold borders, warm fantasy typography, and responsive mobile layout. At top left show the title “Emberwild Oath” and horizontal HP, ST, and Bond bars, colored red, green, and blue/cyan respectively. At top right show the current quest text, changing through the tower, bonding, four demon kills, boss, and victory stages. Only show the boss panel at the top center while the Ash Wyrm is active. Put temporary large gold/cream narrative messages near the center for the title, tower awakening, bond confirmation, hits, demon banishment, pickups, death, and similar feedback. On desktop show a bottom controls hint: “WASD move · Mouse drag look · Shift roll · Space attack · E bond/open · F whistle”; on mobile show a left virtual joystick and right buttons labeled Attack, Roll, Bond, and Call. Use Three.js-style real-time rendering with cast/receive shadows, fog, procedural colored terrain, and reusable low-poly models for the warrior, trees, rocks, tower, demons, Alpaking companion, and Ash Wyrm.