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Fire Village

  • 3d
  • third-person
  • village-hub
  • ninja
  • rpg
  • cartoon
  • shops
  • exploration
0
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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. BurnBabyBurn built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Fire Village yet. Play it, then tell BurnBabyBurn what you would add next.

Make your own game

Fire Village was built by BurnBabyBurn 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 Fire Village 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 Fire Village

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 third-person village hub game titled “Fire Village” (page title may be “Fire Village Chronicles”), using a bright, friendly low-poly/cartoon style. The game should open directly into a playable village scene with a pale sky-blue background and matching distant fog. Use an orthographic-looking-feeling but actually perspective third-person camera positioned behind and above the player, following the player at roughly 10 units distance; show a large flat green grass ground plane with simple lighting, soft shadows, and no skybox or detailed landscape.

The player is Kaito, a Level 8 ninja. Place him initially near the front/south end of the village at approximately the center of the main path. Use a recognizable animated humanoid ninja character in dark clothing, with a small blue circular marker/platform under his feet. Add an animated fox companion following just behind and to the player’s left. Movement is real-time third-person movement with WASD and arrow keys; support jumping if the engine’s standard third-person controller provides it. On mobile, retain large tappable UI buttons. The camera follows the player as they walk through the hub.

Build the village as a simple cross-shaped layout: a wide tan north-south path and a wide tan east-west cross path over the grass. Add seven identical simple buildings positioned along the paths. Each building should be a cream rectangular box with a colored four-sided pyramidal/conical roof, a dark front door, and a floating cream sign with dark outline and an emoji/icon plus the building name. Place these roughly as follows in world space: Ramen Shop at the northwest side (x -13, z -10), Hokage at north-center (0, -10), Training Room at northeast (13, -10), Pet Shop at west-center (x -13, z 5), PvP Arena at east-center (13, 5), Armory at southwest (x -13, z 19), and Exit Gate at southeast (13, z 19). Use roof colors corresponding to the source: red for Ramen, gold/tan for Hokage, blue for Training, green for Pet Shop, red for PvP, red for Armory, and purple for Exit Gate. Signs should read “🍜 RAMEN SHOP”, “📜 HOKAGE”, “🔥 TRAINING ROOM”, “🐾 PET SHOP”, “🥋 PVP ARENA”, “⚔ ARMORY”, and “🚪 EXIT GATE”. When the player is within about 6 units of a building, subtly scale/highlight that building and allow interaction by pressing E. The corresponding panels must also be accessible from the HUD buttons.

Implement the visible HUD as fixed cream paper-style cards with dark plum borders, rounded corners, and drop shadows. At top left show “Kaito • Lv 8 Ninja”, HP 120 / 120 with a red bar, CP 60 / 60 with a blue bar, and “No active buffs”. At top right show “✦ 650 gold”. At the bottom center show the instruction “WASD / arrows to move • Walk to a building and press E • Tap buttons on mobile”. At bottom right show cream pill buttons for “⚔ Armory”, “🍜 Ramen”, “🐾 Pets”, “🔥 Training”, and “🥋 PvP”. Clicking a building or one of these buttons opens a centered modal over a translucent dark overlay; the modal is a cream rounded panel with dark border, Close button, headings, descriptions, cards, and action buttons. Show short dark toast notifications near the top center after actions.

Maintain this starting state: gold 650; HP 120/120; CP 60/60; inventory containing Bandage; equipment of Training Kunai, Leaf Vest, Cloth Sandals, Leaf Headband, Ring None, Necklace None; active pet Fox; no active buffs; Fireball unlocked at level 1; XP 240. Update HUD values live after purchases and actions.

Armory panel: explain that gear can be bought, previewed by slot, and equipped instantly. Offer these cards and prices/effects: Flame Kunai, Weapon, 180 gold, ATK +12; Crimson Vest, Armor, 220, DEF +16; Swift Boots, Boots, 160, SPD +8; Ember Headband, Headband, 140, CP +10; Foxfire Ring, Ring, 200, ATK +6 / CP +6; Moon Necklace, Necklace, 240, DEF +8 / HP +20. A successful purchase deducts gold, changes the selected equipment slot, adds the item to inventory, updates the HUD, and says it was equipped; insufficient gold says “Not enough gold”. Show the current equipment list at the bottom.

Ramen panel: show “Buy and consume at the counter. Food is also stored in Inventory.” Offer Ichiraku Special for 120 gold giving ATK +30% for 180 seconds, Miso Ramen for 120 giving DEF +40% for 180 seconds, Spicy Curry Ramen for 140 giving SPD +25% plus CP regeneration for 180 seconds, and Legendary Tonkotsu for 300 giving a full HP/CP heal plus ATK +30, DEF +40, and SPD +25 buffs for 180 seconds. Deduct gold, add the food to inventory, apply the buff and any heal, update the active-buff text with remaining seconds, and show “<item> added to inventory”.

Pet Shop panel: explain that companions change playstyle. Show Fox (free, +5% SPD), Turtle (250 gold, +12% DEF), and Hawk (300 gold, +8% CRIT). Allow switching; charge for Turtle/Hawk, set the selected active pet, and show a “<pet> is now following you” toast. The visible companion begins as the fox; the source game’s actual loaded model is the fox, while the pet selector is represented in the UI.

Training Room panel: title it “🔥 Training Room” and say the player spends gold and XP to upgrade elemental jutsu. Show Fireball Lv 1, Fire, Burning single target; Water Pulse, Water, Heals after hit; Stone Guard, Earth, Blocks next attack; Gale Step, Wind, Bonus SPD; Thunder Mark, Lightning, Chains damage. Each training button costs 100 gold for the first level and increases by 100 based on the next level, unlocks the skill in the player state, increments its level, and shows a toast such as “<skill> learned • chakra training complete”. Include “Training animation: 3-step chakra focus • XP 240” as descriptive panel text; no need to implement a separate combat animation.

PvP Arena panel: say both modes use a shared turn-based battle entry point. Show AI Rival with “Practice against a village challenger” and a Start Match button, plus Online Friend Invite with “Invite mode placeholder — local turn-based link handoff next” and Create Invite. Clicking either closes the panel, gives a preview reward of 50 gold, and shows a toast indicating the mode started. Do not invent a full battle scene: this hub implementation only provides the entry/preview behavior.

Hokage panel: show “Hokage Mission Board”, explain that missions feed the shared PvE turn-based combat scene, and show Mission: Bandit Scout, Reward 180g • unlocks at Exit Gate, with Accept Mission. Exit Gate panel: show that it leaves the hub and enters the shared turn-based PvE battle scene, current mission Bandit Scout • recommended Lv 8, and an Enter Battle button. For this implementation, both mission actions should use the same visible preview behavior as the source: add 180 gold, show a toast such as “PvE Mission started — +reward preview”, and close the panel rather than creating an unshown battle system.

Use responsive UI styling: on coarse/mobile pointers, keep the bottom instruction above the buttons and make buttons at least touch-sized. Escape and Close dismiss the modal. Keep the scene clean and uncluttered, matching the screenshot’s pastel blue, green, tan, cream, red, blue, and plum palette. The core experience is walking around a peaceful ninja village, approaching labeled buildings, and opening the shop/training/arena/mission interfaces; there are no enemies, attacks, hazards, or active combat visible in the village hub.

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