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江湖求生

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  • 3d
  • survival
  • arena
  • action
  • wuxia
  • low-poly

How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

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Made by cheelunn cheah, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Make your own game

江湖求生 was built by cheelunn cheah 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 江湖求生 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 江湖求生

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 playable 3D top-down survival action game titled “江湖求生” (“Jianghu Survival”), set in a simple stylized wuxia forest clearing. Use a follow camera at a moderately high top-down angle, keeping the hero centered and the surrounding arena visible. The ground is a muted olive-green forest floor with a lighter circular clearing, soft fog, and warm daylight/shadows. Frame the clearing with sparse low-poly, blocky cube-canopy trees; leave the combat space open. Add a short row of pale stone path markers across the clearing. The player is a small wandering swordsman/warrior character, standing at the center at the start.

Core gameplay is a single endless survival arena. Before starting, show the centered Chinese heading “闯荡江湖” and the instruction “左侧摇杆移动 · 剑气自动追击最近的敌人” (move with the left joystick; sword qi automatically attacks the nearest enemy). A prominent lower-right button says “开始闯荡”. Activating it begins play; the button changes to “暂停”. While paused, show “歇息片刻” and “点击按钮继续”; pressing the button resumes. When health reaches zero, end the run and show “侠路暂歇” plus survival time and rivals defeated, and change the button to “再闯一次”; activating it resets the run.

Move the hero with a touch joystick / directional movement input, in the horizontal plane around the clearing. The hero attacks automatically without a separate attack button: whenever an enemy is within roughly 3.1 world units, periodically strike the nearest enemy, with about a 0.72-second cooldown. Show a brief pale-gold circular sword-qi slash effect at the attacked enemy. Enemies are small dark burgundy, faceted/icosahedral rivals with glowing yellow eyes. Spawn them around the arena perimeter and have them continuously pursue the hero; their movement speed rises modestly as time passes. They damage the hero by contact, taking 12 health per hit, with a short post-hit invulnerability interval. A defeated rival disappears and leaves a floating mint-green inner-force orb. The player collects orbs by moving close to them; collected orbs grant cultivation XP. Every level requires five times the current level in XP; on leveling up, reset XP progress and restore 8 health, capped at 100. The arena grows more crowded over time: wave number starts at 1 and increases every 20 seconds, and the enemy population cap increases by two per wave, up to 32. Keep spawning rivals over the run.

Overlay a clear compact HUD across the top: a dark translucent rounded panel with thin muted-gold border at upper left shows the gold Chinese title “江湖求生” and subtitle “移动身法,自动挥剑,收集内力”. A matching upper-right panel shows survival time as mm:ss, wave number, health as a percentage with a long orange-to-gold bar, cultivation level (“修为”), and rivals defeated (“击退”). Add a thin mint XP progress bar along the bottom edge. Use large centered start/pause/end messaging with subtle shadow, without obstructing the controls. Keep the interface readable on narrow portrait screens; use the game world as a softly lit, subdued green backdrop, and keep the lower-right action button large, rounded, reddish-brown with a warm gold outline. The visual style is clean low-poly 3D, soft fog, simple geometry, forest greens and warm golden highlights, with Chinese-language UI. Do not add unrelated weapons, abilities, maps, menus, or story systems.

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