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Arcade › Fairy Trials
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jesstaviah Predelus built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Fairy Trials yet. Play it, then tell Jesstaviah Predelus what you would add next.
Fairy Trials was built by Jesstaviah Predelus 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 Fairy Trials 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 browser 3D action-adventure game titled “Fairy Trials,” using Three.js and a low-poly, colorful enchanted-forest style. The game is viewed from a high third-person perspective behind and slightly above the player, with a perspective camera smoothly following the character and looking a little ahead along the forest path. Render a large rectangular forest floor extending north/south, with a green path running through it, soft shadows, atmospheric fog, trees around the sides, rocks, flowers, mushrooms, and glowing crystals. Use a dark green background and gradually change the ground and lighting through the forest: a brighter green Sunlit Edge near the starting area, Mossveil Thicket, blue/purple Crystal Gloom, and a dark purple Deadwood Lair at the far end. Place glowing gate/rune lines across the path at biome boundaries and a raised, dark glowing circular platform at the warlock’s lair. The player is a small female fairy apprentice represented by an animated low-poly elf model with custom translucent cyan wings. Start her near the southern/sunlit edge of the forest, around the center of the path. She can move freely on the horizontal ground plane with WASD or arrow keys, and with a four-direction mobile D-pad. Clamp movement to the forest bounds. Animate idle, walking/running, rolling, shooting, and attack-style actions when appropriate; flap the translucent wings subtly. The goal is to travel north/deeper (toward decreasing Z/depth) through all forest biomes, fight continuously spawning creatures, awaken abilities based on distance, and finally defeat the wicked warlock in his lair. Health starts at 100; lose when it reaches zero, and show a defeat/restart overlay. Win when the warlock is defeated and show a victory overlay titled “Glade Restored.” Spawn enemies continuously around and ahead of the player, maintaining a biome-dependent active count. In the Sunlit Edge, spawn purple animated flying bats. In Mossveil Thicket, Crystal Gloom, and Deadwood Lair, spawn animated cactus creatures and bats, with increasing speed, hit points, damage, and active enemy counts at deeper biomes. Enemies home toward the fairy and damage her on contact, with a brief invulnerability period after being hit. At depth around the Deadwood Lair, spawn a larger animated wizard/warlock on the glowing lair platform. The warlock approaches only to a moderate distance, fires purple/dark magical bolts at the player on a cooldown, and periodically summons more forest creatures. Give the warlock substantially more health and a distinctive purple glow; defeating it ends the game in victory. Defeated ordinary creatures award score, while defeating the warlock awards a large score bonus. The fairy starts with Spark. Press Space, click/tap the 3D canvas, or tap the Spark button to fire a small bright white/cyan glowing orb. Automatically aim the spark at the nearest enemy within range, or fire toward the pointer’s ground position if there is no target. Give it a short cooldown, finite lifetime/range, fast travel, and damage scaling with depth-based magic power. Display magical particle bursts on casts, hits, deaths, and ability activations. Spark should use a shooting animation and a soft digital sound effect. Unlock additional abilities when the fairy travels past fixed depth thresholds: awaken Dash on entering Mossveil Thicket (around depth Z=2), Moon Shield in Crystal Gloom (around Z=-22), and Thorn Nova in Deadwood (around Z=-46). Each unlock restores some health and displays a centered notification. Magic power is not level-based: calculate it from the furthest depth reached, increasing gradually as the player travels deeper, and use it to scale Spark damage/speed/range, Dash strength and cooldown, Moon Shield duration/cooldown, and Thorn Nova radius/damage. Dash is activated with Shift or its mobile button, bursts the fairy in the current movement direction (or aimed direction if stationary), briefly uses high velocity, has a cooldown, and emits cyan particles. Moon Shield is activated with E or its button, creates a temporary protective state that blocks creature contact damage and knocks attackers away, with cyan shield particles. Thorn Nova is activated with Q or its button, creates an area-of-effect burst around the fairy that damages nearby enemies, knocks them back, and emits a large golden particle explosion. Build the HUD as fixed, translucent dark rounded pills over the 3D scene. At the upper left show “Health [number],” the current biome name (initially “Sunlit Edge”), magic status such as “Magic 100% · Spark” and later the unlocked ability list, and “Score [number].” At the upper right show an objective such as “Depth [percent]% — traverse deeper through the forest,” changing to a warlock-defeat objective when the boss appears and a victory message after winning. Put centered notification banners near the top for biome changes, ability awakenings, shield/dash/nova feedback, and the initial curse message. At the bottom corners show a semi-transparent four-button D-pad on the left and a 2x2 ability button grid on the right labeled Spark, Dash, Shield, and Nova. Locked abilities are dimmed/grayscale; abilities on cooldown have a darker/cooling appearance. Support both desktop keyboard/mouse and touch controls. On first load, show a full-screen dimmed overlay with a dark green-to-purple rounded card titled “Fairy Trials,” explaining that the player is a fairy apprentice who must travel through changing forest biomes, fight creatures, awaken abilities, and reach the warlock’s lair. Include the controls text: Move WASD/arrows/D-pad, Spark Space, Dash Shift, Shield E, Nova Q, and a warm yellow “Enter the forest” button. Hide this card when starting, reset all enemies, score, health, abilities, depth, and player position, and spawn the initial bat group. Use warm yellow gradient buttons with rounded corners and a strong lower shadow, white bold system UI text, green/purple fantasy colors, simple low-poly Quaternius-style assets, fog, lighting, shadows, glowing magic, and no inventory, fixed waves, or separate level menu: progression is continuous travel through the forest depth.