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Golem Breaker

  • 3d
  • boss-fight
  • action
  • third-person
  • fantasy
  • dodge-and-counter
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. SMMWE Account built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Golem Breaker was built by SMMWE Account 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 Golem Breaker 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 Golem Breaker

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 third-person 3D boss-fight game titled “Golem Breaker.” The player controls a small armored adventurer with a sword in a dark circular arena, facing a very large greenish stone/ogre-like guardian. Use a fixed over-the-shoulder third-person camera that follows the player from behind at about 8 units distance, with the boss ahead. The scene should feel like a moody fantasy arena at night: near-black blue background and fog, a broad dark charcoal circular platform, a glowing blue-violet ring around the combat area, and twelve chunky rectangular ruin pillars arranged around the perimeter. Use soft shadows, a warm directional key light, cool blue rim lighting, and stylized low-poly/modular character models.

Core gameplay is a readable dodge-and-counter boss loop. Start with a full-screen dark translucent title overlay showing “GOLEM BREAKER,” explanatory text that the guardian is winding up and the player should read the red telegraph, dodge through the shockwave, then counter while the core is exposed, plus an “ENTER THE ARENA” button. The game begins when that button is clicked or Enter is pressed. The player can move with WASD or arrow keys and jump with Space using third-person movement and gravity. Q triggers a short dodge/roll with roughly 0.45 seconds of cooldown and about 0.55 seconds of invulnerability. E triggers a counter; it should only succeed during the boss’s exposed opening, otherwise display “WAIT FOR THE OPENING.” Include mobile/touch circular buttons for DODGE (Q) and COUNTER (E) at the bottom-right.

The boss repeatedly runs this exact phase cycle: WINDUP, SLAM, RECOVER, with a STAGGER phase after a successful counter. During WINDUP, show a translucent red/magenta circular telegraph on the floor beneath/in front of the boss, pulsing slightly in scale, and display “RED TELEGRAPH — DODGE.” After about 2.2 seconds, enter SLAM for about 0.7 seconds and display “SHOCKWAVE.” At the end of the slam, if the player is within approximately 4.6 units of the boss and is not currently dodging, damage the player for 28 resolve/health, briefly shake the camera, flash the arena ring pink/red, and show “HIT — KEEP MOVING.” If the player is farther than 4.6 units or invulnerable from a dodge, avoid damage and open a counter window for about 1.1 seconds: turn the telegraph/core yellow, flash the arena ring warm yellow, and display “CORE EXPOSED — COUNTER.” Pressing E during this window reduces the boss’s 100 health by 18, closes the window, displays “CORE CRACKED,” flashes cool cyan, plays the player’s sword-slash animation, and puts the boss into a roughly 1.6-second STAGGER phase. Otherwise the boss recovers for about 1.5 seconds, then begins another windup. Make later windups somewhat faster as the boss loses health, while retaining a minimum windup of about 0.95 seconds. The boss should slowly move toward the player when not slamming/recovering/staggered, stop trying to close distance once near 3.2 units, and rotate to face the player.

Display a fixed HUD over the 3D view. At the upper left, show a rounded translucent panel labeled “GOLEM CORE” with a full-width boss health bar that transitions from pink/red to orange. At the upper right, show “YOUR RESOLVE” with a cyan-to-blue/purple health bar. Centered near the top, show the current gold uppercase status such as “RED TELEGRAPH — DODGE,” “SHOCKWAVE,” “CORE EXPOSED — COUNTER,” “STAGGERED,” or hit/counter feedback. At the bottom center, show a rounded dark hint pill reading “WASD / arrows move · Q dodge · E counter · Space jump.”

When boss health reaches zero, end the game with a victory overlay titled “VICTORY” and text that the golem collapses and its core goes dark. When player resolve reaches zero, show “DEFEAT” and text that the arena falls silent and the player should try reading the red telegraph and dodging through it. In either case provide a “FIGHT AGAIN” restart button. Keep the combat focused on one boss, one player, the telegraphed area attack, dodging, and timing the counter; do not add weapons, loot, multiple enemies, ranged attacks, or other unshown systems.

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