Appearance
Arcade › Forsaken
Click the game above and it runs right here in your browser. No download, no installer, no account needed. An T built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Forsaken yet. Play it, then tell An T what you would add next.
Forsaken was built by An T 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 Forsaken 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.
Recreate a playable Three.js-style 3D survival arena game titled “Forsaken.” Use a dark, bleak moonlit presentation: nearly black-blue background (#05070b), cool blue atmospheric fog, soft floating cyan/blue ember particles, and a dimly lit circular dark stone arena. The camera is a third-person elevated perspective camera (about 60-degree perspective), positioned roughly 10 units above and 9–10 units behind the player, smoothly following the player while looking slightly ahead of them. The arena is a broad circular cylinder platform with a radius around 13, a dark slate floor, and a raised glowing/dark-blue torus-like rim around its edge. Place 16 irregularly rotated rectangular broken-stone pillars around the perimeter, each about 3–5.5 units tall, colored muted blue-gray, casting soft shadows. Use cool ambient hemispheric lighting, fog, tone-mapped soft shadows, and restrained emissive glows. The player is the last wanderer: a small upright cyan/teal glowing capsule character centered in the arena, with a pale luminous spherical core near its upper body/head. It moves freely across the arena’s X/Z plane and cannot leave the circular boundary. Movement is controlled with WASD or arrow keys; normalize diagonal movement. Hold/press Shift to trigger a short forward dash burst lasting about 0.18 seconds, moving at roughly 2.6 times normal speed, with a 1.2-second cooldown. The character rotates to face its movement direction. On touch devices, provide a large virtual joystick in the lower-left and rounded Dash and Pause buttons in the lower-right, with safe-area-friendly layout. Enemies are purple-red/magenta “shades,” represented by glossy/emissive dark crimson spheres about 0.48 units in radius. Spawn them at random points around the outer arena edge and have them continuously chase the player. They bob slightly vertically and rotate as they move. Each shade starts with roughly 16 health, moves at approximately 2–2.9 units/second plus a small wave-based increase, and damages the player continuously on contact at 18 health per second while being pushed slightly away. Spawn rates increase over time: the initial interval is about 1.25 seconds and decreases by 0.02 seconds per elapsed second down to a minimum of 0.38 seconds; allow up to 18 plus twice the current wave in the arena, with an occasional second enemy per spawn. Increase the displayed wave every 20 seconds, and scale enemy health gradually with elapsed time (about 2% per second). The game is endless and the goal is to survive, kite enemies, and defeat as many as possible. The player has no manual aiming button: automatically target the nearest enemy within 8.5 units and fire a bright pale-cyan/teal glowing soul bolt every 0.28 seconds. Bolts are small luminous spheres moving quickly toward the target (about 16 units/second), lasting roughly 1.2 seconds, dealing 10 damage on collision. Destroyed enemies increase the score by 10 and have a 28% chance to drop a floating mint-green glowing octahedral soul shard. Shards hover and spin, expire after 8 seconds, and restore 18 health when the player comes within about 0.95 units, capped at 100 health. Include subtle synthesized cues for firing, hits, enemy destruction, healing, dashing, player damage, and death if audio is available. Create a fixed upper-left HUD over a faint dark gradient: large uppercase spaced title “FORSAKEN,” followed by bold text “Health: 100,” “Score: 0,” and “Wave: 1.” Under it show the desktop instruction line “Move with WASD • Shift to dash • P to pause • R to restart”; on mobile replace it with instructions describing the left stick, Dash button, and Pause button. Health should decrease visibly in the text and never display below zero; score and wave update live. Press P to pause/resume and show a centered dark translucent overlay titled “Paused” with a short return instruction and no restart button. When health reaches zero, stop gameplay and show a centered dark translucent game-over overlay titled “You Are Forsaken,” including the final score and instructions to press R or use Restart (or tap Restart on mobile), with a light blue Restart button. Restart must clear enemies, bolts, and shards and reset health to 100, score to 0, wave to 1, timers, position, and pause/game-over state. Keep the interface minimal, readable, and responsive on desktop and mobile; preserve the dark cinematic atmosphere and glowing teal-versus-purple color contrast.