Arcade › Graveblade
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Maura McVey built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Graveblade yet. Play it, then tell Maura McVey what you would add next.
Graveblade was built by Maura McVey 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 Graveblade 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 playable Three.js-style third-person action game titled “Graveblade.” Set it in a dark, foggy, circular ruined zombie-apocalypse street arena at night. Use a low-poly stylized look with a nearly black blue-gray background/ground, cold moonlight, strong character shadows, and a red translucent circular danger boundary around the arena at roughly 18 units radius. The arena should contain a cracked asphalt street arranged as a cross: one straight road section through the center and additional road sections extending forward, backward, left, and right, with pale concrete sidewalks along the road edges. Add scattered dark rocks/debris, broken dead trees around the perimeter, several broken streetlights, and a burning barrel off to one side that casts a warm orange light. The camera is a smooth elevated over-the-shoulder follow camera, positioned behind and above the player and looking toward the player’s upper body and the space ahead; it should rotate its view based on the player’s facing direction. The player is a simple procedural low-poly sword fighter, centered in the arena: a blue/teal rounded capsule-like torso, a pale spherical head with no required facial features, two small dark boots, and a visible silver sword with a brown grip and guard held to the player’s right. Movement is direct eight-directional movement using WASD or arrow keys, with a speed around 8, and constrain the player to the circular arena boundary. The player faces the movement direction. Also support a mobile virtual joystick at bottom left, with a translucent circular zone and draggable pale knob. Spawn animated low-poly male zombie characters from the outer edge of the arena, initially five and then maintain a living population up to 6 + 2 times the current wave (capped at 18), spawning at random positions roughly 15–18 units from the center. Zombies should continuously chase the player, turn to face them, use a walking animation while approaching, and use a punch animation when within about 1 unit. Each successful punch deals 10 health damage, with approximately 0.45 seconds of player invulnerability after damage and a zombie attack cooldown around 0.75 seconds. Start the player at 100 health; health reaching zero ends the game. The core attack is a directional sword slash. Trigger it with Space or K, a mouse click/tap on the arena, or a large circular mobile button labeled “SLASH” at bottom right. A mouse click should first turn the player toward the clicked point on the arena, then attack. Each slash has a brief visible swing animation and a short cooldown (about 430 ms between attacks). It damages every living zombie within about 2.05 units and in front of the player (forward-direction dot product greater than approximately 0.18), removing one health point per hit and knocking hit zombies back slightly. Show a brief expanding red ground ring at each hit and play a light impact sound. Zombies have 2 health on wave 1 and gain another hit point every three waves; when killed, play a death animation, remove them after about one second, and award 10 score. Use wave progression: the first wave advances after 8 zombie kills, and later waves require 6 + 2 × current wave kills before advancing. On advancing, reset the per-wave kill count, increase the wave number, heal the player by 18 without exceeding 100, and briefly display a centered “Wave N” message. On startup briefly show “Survive the dead,” and after restarting show “Fight!” Restart resets score, wave, kills, health, player position, zombies, and game-over state; enable restart with the R key after game over and provide a visible Restart button. Add a fixed translucent HUD overlay. In the upper-left show large bold text on a dark rounded panel: “Health: 100” with healthy health in green and low health (35 or below) in red, then “Score: 0,” then “Wave: 1 · Zombies: [living count].” On desktop, show an upper-right help panel reading approximately “WASD / arrows move · Click or Space slashes · Kill zombies before they surround you.” Center-screen status messages should fade in and out. On coarse/mobile screens hide the help panel and show the joystick and the red/orange radial SLASH button; keep the game full-screen and responsive. Include a game-over centered message showing “Game Over” and the final score, stop gameplay, and show the Restart control. Use smooth lighting, fog, shadows, and animated zombie assets if available, with procedural geometry for the player and sword.