Arcade › Frozen Destiny
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Arad Bahrami built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Frozen Destiny yet. Play it, then tell Arad Bahrami what you would add next.
Frozen Destiny was built by Arad Bahrami 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 Frozen Destiny 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.
Rebuild a playable browser-based third-person 3D action game titled “NORDIC RAGE · FROZEN DESTINY.” Use Three.js with a dark, low-poly frozen valley aesthetic: a deep navy sky/background with matching fog, a large flat circular dark blue-gray icy ground platform, and scattered pale cyan faceted ice pillars/crystals around the outer arena. Use cool blue hemisphere lighting plus a strong pale directional light, visible soft shadows, ACES-style cinematic tone mapping, and a clean low-poly fantasy presentation. The player character is Kael, centered in a behind-the-character third-person camera. Build him from simple low-poly forms if custom assets are unavailable: a dark blue metallic capsule-like armored body, a warm tan faceted head, and a pale metallic conical helmet. Attach a glowing relic weapon at his right side, represented as a slim rectangular axe/blade-like object angled diagonally. The player begins near the front/southern side of the arena and can move around the ground, jump, and run using the game’s third-person controls: WASD or arrow keys to move, mouse/touch drag to look, Space to jump, and Shift to run. Keep the camera about 6.5 units behind the player with a moderately wide perspective. Spawn six hostile creatures in the arena using low-poly animated fantasy GLB-style characters: two small alpaking/ice-beast enemies, two large orcs, one flying demon, and one armabee/bee-like flying enemy. Place them at varied positions around Kael; flying enemies hover around y=2.4 with a gentle sine-wave bob. Ground enemies stay on the ground. Enemies detect and approach Kael when within about 11 units, orienting toward him; the orc movement is slower than the other enemies. When within roughly 2.5 units, enemies attack on a 1.2-second cooldown, dealing 12 damage for orcs and 7 for other enemies. Give Kael a short invulnerability window of about 0.7 seconds after damage, with red hit particles. The core combat is simple click/tap melee. A click/tap anywhere outside the HUD, or the on-screen ATK button, attacks if the attack cooldown (about 0.42 seconds) is clear. Check enemies in front of Kael within about 3.5 units and damage them, using four weapon types cycled with Q or the on-screen Q button: Frostbound Axe (30 damage), Ember Chainblades (18), Astral Spear (38), and Runebow (24). Keep the currently equipped relic name visible. Each successful hit adds 13 Rage and 8 XP; killing an enemy grants an additional 18 XP. Spawn bright colored impact bursts and small physics-like sparkling particles on hits and kills. Defeated enemies disappear. The player starts with 100 health, 0 Rage, level 1, and 0/100 XP. XP should be displayed as the current XP modulo 100, while the level remains visibly 1 as in the original implementation. When Rage reaches 100%, pressing R or the on-screen RAGE button consumes the Rage, activates an approximately 8-second “RAGE AWAKENED” state, and makes melee damage 1.8 times stronger. Show a bright golden burst around Kael when it activates and a prominent centered golden “RAGE AWAKENED” message while active. Do not allow Rage activation unless the meter is full or while it is already active. If Kael reaches zero health, stop player control and change the objective text to “KAEL FALLS — refresh to rise again.” Create a fixed responsive HUD over the canvas. At the upper left, use a rounded translucent dark panel with a thin cyan border and shadow/blur effect. Display the title “NORDIC RAGE · FROZEN DESTINY,” a HEALTH bar with a red-to-orange gradient and numeric percentage, a RAGE bar with an orange-to-yellow gradient and numeric percentage, “KAEL · LEVEL 1 · XP 0/100,” and the objective “OBJECTIVE: DEFEAT THE FROSTBOUND RAIDERS.” At the upper right, display another rounded dark panel reading “EQUIPPED RELIC · Q,” the current relic name in large pale gold text, and the hint “CLICK attack · SPACE jump · SHIFT run · R rage.” Place a small pale star/crosshair symbol at screen center. At the lower left show a compact control legend: “WASD / ARROWS move · drag to look · Q change relic · R unleash rage.” At the lower right show three circular touch-friendly buttons labeled “ATK,” “Q,” and “RAGE”; buttons should have dark translucent fills, thin cyan borders, and a pressed-scale feedback effect. On narrow/mobile screens move the relic panel to the lower-right above the buttons and hide the lower-left legend. Use pointer/touch interactions for the buttons and attack, while clicks on HUD elements themselves should not trigger world attacks. Keep the overall UI typography bold, clean, sans-serif, with icy cyan and warm gold accents against the near-black navy interface.”,