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Arcade › Frame Sorcerer
Dash through your own frozen frames to shatter them for speed, then trap curses inside projection frames for three seconds. In VR, move with the stick, aim with your headset, and thrust glowing hands forward to punch.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. searcy currin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Frame Sorcerer yet. Play it, then tell searcy currin what you would add next.
Frame Sorcerer was built by searcy currin 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 Frame Sorcerer 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 first-person VR-capable arena sorcery game set in a dark ritual arena viewed from eye-height (1.72m). The player is represented by a small wireframe cyan cone marker at their feet. The camera uses free-look controlled by mouse drag (no pointer lock) or touch drag on mobile, or headset orientation in VR. **Core Mechanic - Projection Sorcery (24-Frame Technique):** Press F, tap the "Sorcery" button, or pull VR trigger to unleash the signature move: the player instantly dashes forward 4.2 units while spawning exactly 24 semi-transparent rectangular frames along a 12.5-unit path ahead. Frames alternate between cyan (#87faff) and yellow (#fff36a), each 1.25×1.25 units, positioned at slightly varying heights (1.08 + sine wave). Frames face the cast direction and persist for 6.5 seconds, slowly growing and fading. The dash also creates 6 wireframe capsule after-images along the path that fade over 0.45+ seconds. Any ghost enemy hit by a frame's spawn position is instantly "framed" - frozen for 3 seconds inside a wireframe cyan box cage that rotates and pulses opacity. **Frame-Break Speed Boost:** Running through your own spawned frames (within 1.05 units) shatters them with glass sound effect and spawns 12 cyan tetrahedral glass shards that burst outward with physics (initial upward velocity 1.1-3.2, then fall with gravity 5.5). Each shatter adds +2.9 to speed boost (capped at 14), displays "Frame break speed x[multiplier]" message, and the boost decays at 4.2/second after a 1.15s grace period. Base movement speed is 5.4 units/second. **Combat:** - Small cyan pulse projectiles: click, space, or "Pulse" button shoots 0.14-radius spheres from eye-level (1.35) traveling at speed 20 for 1.4 seconds, dealing 34 damage on hit within 0.9 units of enemy center - VR hand punch: thrust glowing hand models forward at 1.9+ speed with 1.55+ forward component to deal 58 damage and 0.8s freeze within 0.95-unit cone, spawns yellow ring impact effect, displays "Black Flash punch", 0.42s cooldown on hit - Spell cooldown: 6 seconds, shown as yellow progress bar labeled "Technique cooldown" **VR Hands:** Each controller shows a detailed hand model: sphere palm (scaled 0.82×0.62×1.15), box knuckle bar, 4 capsule fingers, angled thumb. Left hand is cyan (#79f4ff) with cyan glow, right hand is yellow (#fff36a) with yellow glow. Each has a 0.17-radius transparent aura sphere. Hands track controller position and forward direction for thrust-punch detection. **Movement:** WASD or on-screen joystick (left side, cyan knob in circle) or VR left thumbstick for fixed-world movement (not camera-relative). Player confined to 50×50 unit arena bounds. **Enemies - Cursed Spirit Ghosts:** Quaternius ghost models (0.78-0.88 scale) spawn at distance 20-28 at random angles, start with 70 + wave×8 HP, move toward player at 1.1 + wave×0.08 + rand(0.25) speed. Float with sine-wave bobbing (y = 0.35 + sin). When not frozen/framed, rotate to face player. Deal 10 damage on contact (within 1.25 units) every 750ms, display "A spirit clipped your frame". When framed, rotation speed increases, cage rotates at 2.2 rad/s with pulsing opacity 0.38±0.18. Defeating grants 100 score; every 600 score advances wave with message "Wave X: cursed pressure rising". Spawn rate: 2.2 - wave×0.14 seconds, population cap 6 + wave×2. **Arena Environment:** Circular floor (34-unit radius) dark blue (#10192c) with 4 concentric cyan ring decals (radii 5, 9.2, 13.4, 17.6) and grid overlay. Dark blue-black gradient sky (#070914) with exponential fog (density 0.035). Directional moon-like light from (-8, 14, 7) casting soft shadows. Scattered Quaternius crystal props (4 large, varying 0.8-1.2 scale) and 18 rocks arranged in rough circle at radius 12-22. Static wizard mentor model at (0, 0, -7.5) facing player, playing spell animation. Hemisphere ambient light cyan/dark (#91fbff/#11101a). **HUD & UI:** Top row: "FRAME SORCERER" title (cyan), Score: 0, Health: 100, Wave: 1 in bordered panels. Technique cooldown bar below (cyan border, yellow fill). Center message area for temporary notifications (1.25s). Bottom-right: "Pulse" button (cyan) and "Sorcery" button (green). Bottom-left: virtual joystick. Start screen: "Start – click to lock view" with F-key icon, instruction panel explaining projection sorcery mechanic, WASD controls, click/tap to shoot, press Pulse instructions. In VR: controllers show visible hand models, trigger/squeeze mapped to sorcery/pulse. **Visual Effects:** - After-images: wireframe cyan capsules (0.23 radius, 1.25 height) fading over 0.45s - Frame shatter: 12 cyan tetrahedrons (0.07-0.12 size) with arcing physics - Hit flash: enemy scales pulse 0.9±0.05 for 0.16s - Punch marks: yellow rings (0.16-0.31 radius) that expand and fade in 0.32s, billboard to camera - Frozen enemies: slow spin 0.45-0.9 rad/s depending on state **Audio:** Kenney impact bell sound for hits/casts (volume 0.35-0.72), Kenney glass impact for frame shatters (volume 0.78). Sounds pre-cloned for overlapping playback. **Game Over:** Health reaches 0: "Domain collapsed — press R to restart". R key resets all state, respawns 5 initial enemies, returns player to (0, 0, 8). **Art Style:** Low-poly 3D with vibrant cyan/yellow neon accents against dark navy/black environment. Wireframe and transparent glowing effects. Quaternius asset style for characters and props. Kenney CC0 audio. WebXR-enabled Three.js renderer with soft PCF shadows, pixel ratio capped at 2.