Arcade › Frigid
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Anthony Criniti built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Frigid yet. Play it, then tell Anthony Criniti what you would add next.
Frigid was built by Anthony Criniti 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 Frigid 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 third-person 3D exploration/action game titled “Frigid,” set in a dark blue freezer kingdom made from a long frozen shelf. Use a deep navy background with matching fog, cool cyan lighting, pale blue ice materials, glowing cyan crystals, and a simple stylized low-poly/cartoon asset style. The playable area is a long rectangular corridor roughly 28 units wide and 44 units deep, with a pale frozen floor and four large translucent blue ice shelf walls placed along the sides at staggered depths, creating an icy passage. Place several large glowing blue crystals around the route and a few freestanding ice blocks as scenery/obstacles. The camera should be a smooth third-person perspective following the player from behind at about 6 units distance, with a perspective view and visible character movement/jumping. The player is a small adventurer/explorer character, initially at the far end of the corridor around the positive-Z side, facing toward negative Z. Support WASD and arrow keys for movement, Space for jumping, and a mobile-friendly on-screen FIRE button; also let the F key fire. Movement should be handled with third-person controls, with walking/running, jumping, falling, and landing animation states. The objective is shown in the HUD as “Find your sister beyond the frost gate.” At the far negative-Z end, place a floating glowing cyan octahedron beacon and a luminous cyan ring/torus gate around it. As the player reaches the beacon area (negative Z past about -16 and within roughly 2.6 units of the center), mark the sister as found and update the mission to “Sister found — reach the frost gate!”; when the player proceeds farther beyond the gate (negative Z past about -21), show “CHAPTER CLEAR” and a completion message explaining that the siblings found each other beyond the frozen shelf. Add four hostile stylized alien-like frost warden creatures distributed along the corridor at approximately (-3,-10), (3,-1), (-2,9), and (3,17). They should idle with simple animation, detect the player nearby within about 7 units, turn toward the player, and slowly move toward them. At close range they drain the player’s heat over time and display a status message such as “A frost warden is draining your heat!” The player has a heat resource starting at 100, displayed as a horizontal bar at the lower left with a cyan-to-pale-yellow-to-orange gradient. Heat naturally regenerates slowly, but firing consumes it. There is no separate life counter in the shown game. The fire/melting mechanic fires a short bright warm-white/orange ray or burst forward from the player, with a brief visible beam effect and a cooldown of about 0.22 seconds. Each shot consumes 9 heat, cannot fire at zero heat, and can damage a frost warden hit in the forward ray; each warden takes two hits, then disappears, increments a score counter internally, and displays “A warden soul escaped the ice.” Keep the action focused on aiming/moving toward enemies and surviving their heat drain rather than adding weapons or systems not specified here. Use a minimal fixed HUD over the game: upper-left title “FRIGID” in bold spaced lettering, below it the status text initially reading “The freezer kingdom is awake.”; upper-right rounded dark translucent mission panel with a thin pale-blue border; lower-left help text reading “WASD / arrows move · Space jumps · F or tap FIRE melts ice”; lower-left beneath/near the help text the 180px heat bar; and a large circular orange/pink radial-gradient FIRE button at bottom right labeled “FIRE,” with a warm glow. Keep the overall presentation sparse, cool, atmospheric, and readable, with rounded translucent UI panels and strong contrast. Do not add unshown inventory, dialogue, scoring panels, weapons, bosses, or extra levels.