Appearance
Arcade › Frostvale
Click the game above and it runs right here in your browser. No download, no installer, no account needed. BMCXOfficial built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Frostvale yet. Play it, then tell BMCXOfficial what you would add next.
Frostvale was built by BMCXOfficial 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 Frostvale 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 small playable low-poly 3D third-person action game titled “Frostvale.” Use a blue-gray sky with light atmospheric fog, soft directional sunlight, shadows, and a muted green ground area. The camera should follow behind and slightly above the player in an over-the-shoulder/third-person view, with the player centered and the world extending forward toward the objective. Scene layout: make a broad circular/rounded green terrain platform and place a straight, tan-brown rectangular path through its center, extending from the player’s starting area toward the far end of the scene. Surround the path with scattered stylized low-poly evergreen pine trees in clusters on both sides and a few faceted gray rock formations. At the far end, place a large rustic wooden fantasy watchtower/house structure with a peaked roof, tower top, small red flags/banners, and a central entrance aligned with the path. The player starts near the front of the path, facing the watchtower. Place the enemy partway down the path between the player and tower. Player: use a low-poly armored warrior character seen from behind, carrying a sword or weapon, with dark metal armor, brown/red cloth details, and a small glowing cyan circular marker at their feet. The player can move in all directions using WASD or arrow keys, sprint while holding Shift, and jump with Space. Support touch controls. Movement should feel like a standard third-person controller with gravity and a jump, and the camera follows the player at roughly a 7-unit distance. Objective and combat: show the quest “Find the watchtower and defeat the ash warden.” The enemy is a low-poly humanoid knight/warden in dark armor, positioned near the route to the watchtower and initially facing the player. When the player comes within about 12 units, the ash warden slowly pursues them, stopping when close enough to attack. Within about 2.4 units, it damages the player continuously, reducing health over time. The player attacks with a left mouse click or E (also accept the implemented Shift+Space attack shortcut); attacks have about a 0.55-second cooldown and only hit the warden within roughly 3.2 units. The warden has 3 health points: each successful hit removes one point and awards 100 score. Display brief centered toast messages such as “Too far away,” “Ash warden hit — 2 left,” and finally “The ash warden falls.” After three hits, hide/defeat the enemy, mark the quest complete, and change the objective text to “The watchtower is safe. Frostvale remembers your name.” with a gold “Quest complete” status. Do not add additional enemies or systems. Failure: if proximity damage reduces the player’s health to zero, show “You fell in Frostvale. Refresh to try again.” and a “Game over” status. Stop treating the game as active after game over. While playing, the status should read “Travel to the watchtower,” or “Warden nearby” when the enemy is within 7 units; while being damaged, use “Warden engaged,” and at zero health use “You have fallen.” HUD and presentation: overlay a fixed dark translucent rounded card in the upper-left with the uppercase spaced title “FROSTVALE,” the quest text, and a small mint-green uppercase status badge. Show centered transient toast cards near the upper-middle of the screen for combat feedback. Along the bottom center, display the control hint: “WASD / arrows move · Shift sprint · Space jump · Click or E attack · touch controls supported”. Use clean modern sans-serif typography, pale blue-white text, subtle borders, blur, and shadows. Keep the art style stylized, simple, and low-poly with warm tan path and tower contrasting against the cool blue sky and green forest floor.