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Arcade › Mornland Ashes
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Adam Briggs built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Mornland Ashes yet. Play it, then tell Adam Briggs what you would add next.
Mornland Ashes was built by Adam Briggs 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 Mornland Ashes 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 dark-fantasy third-person melee prototype titled “Mornland Ashes · The Great War.” Use a Three.js-style 3D scene viewed through a perspective follow camera positioned behind and above the player, with mouse look/orbit behavior and the player generally facing toward the camera’s forward direction. The setting is a moonlit, war-torn fortified courtyard/battlefield: a very dark muddy brown ground plane, scattered black shell craters and small angular ash-colored rubble, ruined stone fortress walls lining the left and right edges, and multiple ruined tower/spire structures around the perimeter. Add four small burning wrecks/log piles around the arena with bright orange cone-shaped flames and a warm orange glow that follows the player area. Use strong shadows, warm moonlight, fog, low-key dark brown/black coloring, and a grim stylized low-poly/asset-pack aesthetic. The playable character is a compact homemade low-poly warforged/armored automaton centered in third-person view. Build it from simple geometric parts: a muted bronze/gray-green metallic rectangular torso, dark rectangular head, broad dark shoulders, capsule-like bronze arms, dark capsule legs, a glowing orange ember chest core and narrow glowing visor, plus a long pale metallic blade held at the right side. Give the model simple procedural walking animation while moving (alternating legs and counter-swinging arms); keep it otherwise mostly idle. The character starts near the front of the courtyard at position (0, roughly 5.5), and can move across the open battlefield. Controls: desktop WASD movement, mouse look, Space to jump, and left mouse click to perform a melee attack. Support touch with a virtual joystick/movement control, drag look, and a large circular ATTACK button at bottom-right. Movement speed is about 5.2, jump speed about 8.6, with gravity about -26. Attacks have a short roughly 0.42-second swing animation and roughly 0.55-second cooldown; animate the blade through a broad side swing and prevent attacks during cooldown. Place one stationary wooden training dummy directly ahead of the starting player (around z=1.5). It is a simple low-poly brown cylinder body with a round brown head and a floating health bar above it. The health bar has a dark backing and green fill and always faces the camera. A valid melee hit requires the player to be within about 2.4 world units and facing the dummy; each successful hit removes 20 integrity from a starting value of 100, clamps at zero, briefly flashes the dummy red, and updates the displayed value. Do not add enemies or combat systems beyond this: the numerous soldiers, knights, skeletons, and minions scattered across the battlefield are static fallen/dead bodies, placed lying around the arena as environmental props. Include several fallen human soldiers, knights, skeleton creatures, and small skeleton minions distributed around the courtyard. HUD overlay: keep the rendered game full-screen beneath a fixed dark translucent interface. At top-left show the small warm beige uppercase title “Mornland Ashes · The Great War” with letter spacing and a subtle ember-like glow. At top-right show “WARFORGED FIELD OPERATIVE” and beneath it “Battle dummy integrity: 100 / 100” (updating as the dummy is hit), in subdued pale beige text. At bottom-left show a bordered translucent help panel reading “WASD move · mouse look · Space jump · left click melee” and “Touch: joystick + drag look + ATTACK.” At bottom-right show a 74px circular outlined ATTACK button with warm brown translucent fill, pale text, glow, and pressed scaling feedback. Keep the interface minimal and atmospheric; there is no score, ammo, lives, timer, inventory, or victory screen.