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Arcade › Emerald Vanguard
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Nicolas Quintero built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Emerald Vanguard yet. Play it, then tell Nicolas Quintero what you would add next.
Emerald Vanguard was built by Nicolas Quintero 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 Emerald Vanguard 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 Three.js-style 3D top-down action sandbox titled "Emerald Vanguard". The camera should use a top-down third-person perspective focused on the player, with a dark green foggy background and a circular emerald arena. Build the arena from a large dark-green cylinder floor about 30 units wide, a brighter inner circular floor about 19 units wide, and three thin glowing concentric energy rings at radii 3, 6, and 9. Place 12 short, dark green polygonal pillars evenly around the outer perimeter. Use a strong green lighting palette: pale green hemisphere light, bright directional light with shadows, and a green point light near the player. The scene should have atmospheric dark-green fog. The player is an RPG warrior character loaded as a humanoid Warrior model, standing near the center of the arena (initial position approximately x=0, y=0, z=5). Give the warrior a bright translucent wireframe green spherical aura around its upper body and a small pale glowing torus power core on the front of the body. The player can move freely using WASD or the arrow keys, with top-down movement at roughly 5.3 units/second, and should have idle/run animation states if the character asset supports animation. Keep the presentation clean and stylized, with glowing emerald energy effects and cast shadows. Implement the following energy-powered abilities, usable from keyboard and touch-friendly on-screen buttons. Energy starts at 100, passively regenerates at 5 points per second, and is capped at 100. Space or the "Emerald Bolt" button fires one bright green glowing orb in the warrior's facing direction; it costs 10 energy, has a 0.35 second cooldown, travels at about 12 units/second, visibly pulses in size, and disappears after 1.8 seconds. Q or "Shield" costs 18 energy, has a 4 second cooldown, lasts 2.6 seconds, brightens/enlarges the player's aura, and creates a rapidly expanding green ring pulse on the ground. E or "Dash" costs 14 energy, has a 1.8 second cooldown, and instantly moves the player 3.5 units in the facing direction while emitting a smaller green ground pulse. R or "Nova" costs 30 energy, has a 6 second cooldown, creates a large pale-green expanding ground ring and launches 10 small glowing shards radially in all horizontal directions; shards travel about 9 units/second and use the same short-lived projectile behavior. F or "Beam" costs 24 energy, has a 5 second cooldown, and displays a bright pale-green straight beam/cylinder extending forward from the warrior for about 0.65 seconds, accompanied by a medium ground pulse. Abilities must fail without spending energy when their cooldown is active or energy is insufficient. Remove expired projectiles and effects cleanly. There are no enemies, scoring, health, damage, win state, or loss state in the shown game: it is an ability/movement showcase arena. Do not invent enemy waves or objectives. Display a fixed HUD over the game: upper-left large mint text "EMERALD VANGUARD" with the subtitle "WARRIOR OF THE LIVING LIGHT"; upper-right instructions "WASD / arrows to move" and "Space bolt · Q shield · E dash · R nova · F beam"; lower-left a dark translucent status panel reading "Energy: 100" (updated live) plus a compact live cooldown readout showing Ready or active cooldown names/timers; and lower-right a cluster of rounded green translucent buttons labeled SPACE / Emerald Bolt, Q / Shield, E / Dash, R / Nova, and F / Beam. Buttons should work with pointer/touch input and remain readable on mobile. Use a nearly black green page background, pale mint typography, thin glowing borders, subtle green shadows, and responsive positioning similar to the reference screenshot.