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Arcade › Fortune's Wake
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kevin Santiago built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Fortune's Wake yet. Play it, then tell Kevin Santiago what you would add next.
Fortune's Wake was built by Kevin Santiago 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 Fortune's Wake 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 low-poly 3D third-person shoulder-camera adventure game titled “FORTUNE’S WAKE.” Use a dark cinematic visual style: a deep navy/near-black world with fog, a subtle dark spherical sky/backdrop, a flat dark-blue ground plane, cool blue-gray ruin blocks, warm pale sunlight from above, soft shadows, and simple clean geometric models. The player is represented by a small light-gray capsule character, viewed from a camera positioned over the right shoulder with a roughly 4.6-unit boom. Mouse movement rotates the camera/player yaw and pitch; clamp the pitch so the view cannot flip. Keep a small white “+” reticle at screen center. Build one compact traversal arena extending generally forward into the negative Z direction. Start the player at (0, about 1.2, 10), facing forward. Make the environment from large rectangular low-poly ruin platforms/blocks: a broad ground slab, a raised block around (8,2,-6), a taller block around (-10,3,-8), a long raised platform around (-2,5,-16), higher platforms around (14,7,-20) and (22,10,-30), plus a tall central ruin section around (0,1.5,-28). Place three dark cover blocks near the central ruin: one horizontal block near (0,1,-22), and two narrow blocks on either side near (-4,1,-29) and (5,1,-29). Use collision boxes for all solid ruins, with the gate and extraction pad treated specially. The core objective is to collect five floating golden map fragments, then reach extraction. Place the fragments along the route at approximately (8,4.9,-6), (-10,7,-8), (14,10,-20), (22,13,-30), and (26,16.6,-38). Represent each fragment as a rotating gold low-poly icosahedron with a faint warm emissive glow; make it bob subtly. The player automatically collects one when within about 1.1 units, increments the counter, and removes it. Add a dark gate at roughly (28,1.8,-44), blocking the final route, and a dark extraction pad around (28,0.3,-50). Keep the gate solid/visible until all five fragments are collected, then lower/open it and change the objective to “Reach extraction.” The player wins upon reaching within about 3.2 units of the extraction pad; show the hint “Extraction reached — you got the ledger out. Press R to replay.” Add three bright cyan glowing spherical grapple anchors at roughly (6,9.5,-16), (18,14,-25), and (24,16,-36). They should be highly readable against the dark ruins. Press F to grapple to the best visible anchor in front of the camera within roughly 26 units and with line of sight. Implement a springy rope constraint: preserve the current rope length, pull the player toward the anchor with spring force and damping, permit swinging through normal movement, and while Shift is held reel the rope in. Automatically release when close; pressing F again releases. Display contextual hints such as “Press F to grapple” and “Grapple active — hold Shift to reel in, press F again to release.” Do not require rendering a physical rope if not needed, but the anchor behavior must be playable. Implement responsive movement with WASD, grounded acceleration/friction, normal speed about 5 and sprint speed about 7 using either Shift key, air control, gravity, and jumping with Space at about 7.2 vertical speed. Include a small coyote-time forgiveness window. Space near one of four marked gold ledge bars should mantle/snap the player upward onto the ledge; put ledge markers near the tops of the first raised blocks, including around (-10,6.2,-8), (8,4.2,-6), (14,9.2,-20), and (22,12.2,-30). Resolve player collisions against the ruin boxes using an approximate capsule, and keep the player standing on the highest solid surface beneath them. Add three simple red/pink capsule enemies: one around (0,1,-24), one around (6,1,-32), and one on the raised area around (20,11,-30). Each patrols back and forth between two nearby points, uses simple line-of-sight awareness, investigates/aggros when it can see the player within about 18 units, approaches while trying to maintain distance, and fires inaccurate hitscan attacks when within about 16 units. Enemy shots reduce player health by 12, with a normal hit chance around 35%, reduced to about 12% while in cover and 25% while grappling; show brief pink tracer lines. Enemies have 3 hit points. Mouse-left click fires a hitscan shot from the camera toward the reticle, limited by a short fire cooldown; solids block shots before enemies. Hit enemies become aggro, and after three hits they fall/tilt and are removed after a short delay. Support cover: when within about 2.2 units of a dark cover block, Q snaps the player just away from it, enters cover, and restricts movement to strafing along the cover’s tangent. Q again leaves cover. While covered, show “In cover — strafe, shoot to pop out. Q to leave cover.” Cover should make enemy fire less likely. Shooting itself should work from the camera view, and the normal character movement should remain third-person. Add checkpoint behavior: R respawns at the most recently saved checkpoint, resetting position/velocity, camera orientation, cover, and grappling state. Save the checkpoint after collecting the first fragment and again farther along the route after at least two fragments and reaching negative-Z progress. On death, when health reaches zero, show “You went down — press R to restart.” Preserve the collected fragment count on checkpoint restart, matching the simple replay/checkpoint behavior. Create a fixed translucent HUD over the 3D scene. At upper left show “FORTUNE’S WAKE” in bold spaced uppercase text. At upper right show “Health: 100” initially, “Fragments: 0/5,” and “Objective: Find map fragments”; update health and fragment count live and change the objective to “Reach extraction” after all fragments. At lower left show a rounded dark translucent instruction panel with: “WASD Move Mouse Look Click Shoot Space Jump/Mantle” and “F Grapple Q Cover Shift Sprint R Checkpoint.” Put contextual gold hint text below/inside this panel. Keep the centered white plus reticle. Before play, show a full-screen dark translucent start overlay with “Click to Start,” “Pointer-lock enabled. Esc releases mouse.” and “Collect 5 fragments, then reach extraction.” Clicking starts audio and requests pointer lock; Esc releases pointer lock and returns the overlay. Add lightweight synthesized jump, grapple, collect, shoot, hit, and enemy-down sounds if supported.