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G.A.G.

  • 3d
  • fantasy
  • rpg
  • interactive-fiction
  • turn-based
  • story-driven
  • mobile
  • detective
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Chase Runingham built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about G.A.G. yet. Play it, then tell Chase Runingham what you would add next.

Make your own game

G.A.G. was built by Chase Runingham 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 G.A.G. 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.

Read the build brief for G.A.G.

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 mobile-friendly, story-first 3D fantasy RPG slice titled “G.A.G.” (Bounty Hunter). Use a Three.js-style third-person/overlaid scene presentation with a dark navy-black background, exponential fog, softly falling pale particles, cinematic lighting, and a polished glassmorphism HUD. The player character is Seralyth Vale, a silver-haired elven bounty hunter, and the only playable case is “Moonmarket Singer.” The setting is Greyhaven, a city governed by strict voice-magic laws.

Overall presentation: render a low-poly stylized 3D world behind the UI. The tavern scene is warm and dim: a broad dark-brown circular floor, burgundy circular rug, stone/dark hearth at the rear with an animated orange fire and flickering warm point light, six small wooden tables, and a wooden bounty board on the left/rear. Show Seralyth as a simple low-poly figure with a dark blue cone-like cloak, gray armored torso, pale head, bright silver-white hair, and a red sash. The Moonmarket scene is a cool nighttime confrontation space: dark blue-gray circular ground, a large pale stone/metal half-arch, scattered warm yellow hanging lamp points, blue moonlight, and a floating low-poly suspect in a purple robe with a pale head and glowing cyan halo/ring. The suspect is Ilyra Voss. Add subtle idle motion: fire pulses, characters gently sway/float, the suspect’s cyan ring pulses, particles drift downward. Begin with a slow opening camera pan across the tavern, then smoothly settle into the tavern view. After entering Moonmarket, switch visibility and camera framing to the cool archway scene. Let pointer/finger movement subtly offset the camera horizontally and vertically; do not make this movement a gameplay control.

HUD layout: overlay the 3D scene with translucent dark glass panels, fine muted-gold borders, rounded corners, blur, and shadow. At the top, show four status cells: CASE “Moonmarket Singer,” PHASE (current scene title or “Confrontation”), RESOLVE “10 / 10” (player HP), and INSIGHT (starts at 0). On the left is a story panel labeled “BOUNTY HUNTER,” with a large serif “G.A.G.” title, scene title, and narrative text. On the right is a “BOUNTY BOARD” panel listing three cards: playable “Moonmarket Singer” with subtitle about investigating a singer accused of dangerous crowd-sway charms in the night bazaar; disabled/faded “Glassharbor Smuggler” with “Coming next”; and disabled/faded “Thorn Chapel Witch” with “Coming next.” At the bottom, show a glass “CHOICES” panel with large touch-friendly buttons. During combat, also show a target/threat panel with target name, enemy HP, and a scrolling combat log. Include the small footer hint “Tap choices to steer the story. Best on mobile too.” Use serif display headings and clean sans-serif body text. The HUD must be responsive: desktop can use floating left/right panels; on narrow screens stack panels vertically in a scrollable layout while keeping buttons usable.

Story flow and exact choices:
1. Initial tavern story scene titled “Silver Oath.” Text: Greyhaven keeps order with parchment, steel, and silence. Seralyth Vale enters The Lantern Wake to study the bounty board, where one fresh notice still glistens with rain. Choices: “Study the Moonmarket notice” (opens Posted Writ); “Question the innkeeper first” (go to The Innkeeper Knows Faces); “Take a slow walk through the tavern” (go to Lantern Wake).
2. “Posted Writ”: explain the charge as public refusal of the binding mandate in a restricted district and suspected coercive voicecraft; reward 80 silver and wardens’ favor; last sighting at Moonmarket arcades near the flooded arch. Choices: accept and head for Moonmarket, question the innkeeper, or read the next notices. “Other Names, Other Fires” describes two future notices—harbor smuggling and an outlaw-hymn chapel—and lets the player take the Moonmarket case or return to the board.
3. “The Innkeeper Knows Faces”: Marrow says the singer wore no binding cloth at the bazaar gate but only started lashing out after wardens cornered her. The first visit sets talkedToInnkeeper=true and increases insight by 1; add a story-log line that the suspect reacted to pressure, not panic alone. Choices: ask what gave her away, return to the board, or accept the case and head to Moonmarket. “A Voice Leaves Traces” then reveals that when she gathers breath, lantern glass hums and tiny runes surface in steam; if blue air shimmers around her lips, move before the next word lands. The first visit sets learnedRuneTell=true and raises insight by 1; log the clue. Choices: take the warrant and go, or keep listening in the tavern.
4. “Lantern Wake”: describe the amber tavern, storm, quiet merchants, and songs trimmed short by city law. Choices return to the board or move now, without the investigation advantage. Starting the encounter from investigation should mark a quiet/knowledge flag; in the original logic, leaving directly from the innkeeper path also marks the quiet approach.
5. “Flooded Arch”: describe wet stone, hanging lamps, Ilyra Voss beneath the arch, silver-blue runes gathering in mist, a crowd backing away, and the warrant feeling small. Choices: “Announce yourself and present the writ,” “Circle wide and wait for an opening,” or “Try to talk her down first.” These begin turn-based combat. Reset Ilyra to 7/7 threat and Seralyth to 10/10 resolve; focus starts at 2, or 3 if the innkeeper was questioned. Writ choice immediately removes 1 enemy HP, sets usedWrit, and logs that reading the warrant steals the first beat. Quiet choice sets the quiet approach and logs that Seralyth waits for the rune shimmer. Talk choice immediately costs 1 resolve and logs that Ilyra answers with a grief-sharp note.

Combat rules: alternate player menu action and enemy turn. The four player actions are exactly “Throw binding cloth,” “Press with twin daggers,” “Read the warrant aloud,” and “Watch for rune shimmer.” Throw binding cloth deals 1 threat damage normally, or 2 if the quiet approach flag is set. Twin daggers deal 2 threat damage and increase focus by 1, capped at 4. Reading the warrant requires focus; if focus is 0, log that the breath fails and do nothing; otherwise spend 1 focus, deal 1 damage, and reduce the enemy’s casting buildup by 1. Watching for rune shimmer increases focus by 1 up to 4, logs that the player studies the air, and sets learnedRuneTell=true. After every nonlethal player action, Ilyra attacks. Start with casting buildup 0. Her normal attack deals 2 resolve damage and increases casting buildup by 1. If casting buildup is already at least 2, the next phrase instead deals 3 damage, logs that the arch resonates, and resets buildup to 0. If learnedRuneTell is true, give a 65% chance for the player to catch the blue rune shimmer: deal only 1 damage and log that the attack was read early; this check takes precedence over the intensified attack. Clamp resolve at 0. Each combat log keeps the latest roughly seven entries, shown newest first. Update target threat and resolve in the HUD after each action.

When Ilyra reaches 0 HP, leave combat and show “Case Closed—for Now”: the final note dies before becoming a spell, Ilyra yields under warrant rather than being buried under rubble, and Greyhaven will argue over justice tomorrow. Choices: return to the tavern board, or replay the confrontation. When resolve reaches 0, show “Voice Over Steel”: the spell lands, stone sings, the arch fractures, and Seralyth is forced back into the rain. Choices: try the case again or return to the tavern and regroup. Replay/retry should reset combat; retry starts quietly and resets the writ-use flag. Returning to the tavern resets the scene to the intro and restores resolve/focus, while story investigation flags can remain available during the session.

Expose a lightweight runtime state API equivalent to window.getGameState() returning player, enemy, phase, sceneKey, insight, gameOver, paused, cutscene, caseFlags, and combatLog, plus window.setGameState(patch) for updating those fields and rerendering the UI. Keep controls limited to tapping/clicking the on-screen choice and bounty buttons plus pointer/finger movement for subtle camera parallax. Do not add inventory, reputation, multiple playable cases, portraits, voice audio, or extra combat systems; those are not part of this slice.

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