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Gravebound Dawnfall

  • 3d
  • action
  • dark-fantasy
  • boss-fight
  • third-person
  • story-choice
  • arena
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. ChessMeemer built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Gravebound Dawnfall yet. Play it, then tell ChessMeemer what you would add next.

Make your own game

Gravebound Dawnfall was built by ChessMeemer 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 Gravebound Dawnfall 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 Gravebound Dawnfall

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 3D arena action game titled “Gravebound // Ashen Rift” (also known as “Gravebound Dawnfall”). The game opens on a nearly black, purple-crimson title screen with a glowing violet-outlined “ENTER THE RIFT” button. Show the title at upper left, the objective text “Dawn breaks over the Ashen Rift. Survive the Warden, uncover the shrine's truth, and decide what your magic becomes.”, and a top-right HUD with a VITALITY bar, WARDEN 100% bar, and MODE: THIRD PERSON. At the bottom, display the control hint: “WASD / ARROWS move · SPACE jump · CLICK or F cast · E interact · V swap view · SHIFT run”.

After starting, present an interactive story modal before gameplay: “A bell beneath the earth” and the text “You wake before the sun. A child’s voice is trapped inside the cathedral walls. It knows your name.” Give two buttons: “Listen to the voice” and “Silence the voice”. The first sets the choice to listen and displays “The voice gives you a second heartbeat.”; the second sets the choice to silence and displays “Your magic hardens into a blade of light.” The modal pauses gameplay.

Build the world as a compact enclosed Ashen Rift combat arena in Three.js, viewed from a perspective third-person camera. Use a dark reddish-brown floor, exponential fog, heavy vignette, warm orange-pink sunlight and purple magical lighting. Place rows of simple grave blocks toward the rear, nine tall square stone pillars around the perimeter, twelve glowing magenta sunset crystals in the arena, a large dark glowing cathedral gate at the far end, and a glowing memory shrine near the center/front at approximately position (0, 3.5). The shrine is a low dark-magenta rectangular altar with a floating orange-pink ring above it. Load a medieval cathedral asset in the background if available, but retain the arena geometry if the asset is unavailable.

The player is a small hooded gravebound mage made from a dark magenta capsule-like body, a black pointed/conical hood, and a glowing warm orange core on the chest. Start the player near the front of the arena, facing the cathedral/Warden. Use WASD or arrow keys to move, SPACE to jump, and SHIFT to run through the movement system; support mouse/keyboard third-person camera controls. Press V to toggle between THIRD PERSON and FIRST PERSON, updating the HUD. In first person, place the camera at the player’s head/chest height looking forward. Keep the player’s vitality at 100 initially.

The primary enemy is The Bell Warden, a large skeletal mage character with dark/purple magical coloration, placed near the far side of the arena. Load a skeleton mage model and its animations when available, with a simple glowing capsule/head fallback if loading fails. The Warden tracks the player, turns toward them, walks closer, and attacks in melee when within about 2.6 units. Normal melee attacks periodically remove 8 vitality; in the final phase they remove 12. Display brief narrative combat messages such as “The Warden tears at your soul.” If vitality reaches zero, stop the game and show “Your light is swallowed by the rift.” with a restart button.

The player attacks by clicking or pressing F. Fire a bright glowing spherical Sunfire projectile from the player’s chest toward the Warden (or toward the Ashen Twin if it is active and nearby), with a short cast cooldown of about 0.34 seconds. Projectiles should leave small orange/pink magical particle bursts and disappear on impact or after roughly 2.4 seconds. Each normal hit deals 8 Warden damage. If the initial story choice was the power/silence path, make the projectile pinker and deal 11 damage instead. Use glowing particle bursts for casting, impacts, and enemy defeat.

The Warden begins at 100% health. When its health drops below 70%, transition to phase 2, spawn an Ashen Twin near the left side of the arena, show “The Warden splits the sunrise in two.”, and give the twin 34 health. The Ashen Twin is a smaller clone of the skeleton mage, follows the player, and can be damaged by the same projectiles; its defeat produces pink bell-dust particles and the message “The Ashen Twin shatters into bell dust.” When the Warden drops below 35% in phase 2, transition to phase 3 and show “Dusk approaches. The Warden stops holding back.” Increase the Warden’s movement and attack aggressiveness in this phase. When Warden health reaches zero, play its death animation and finish the game.

Include an interactable Memory Shrine. When the player is within roughly 3 units and presses E, open a second paused story modal once per run: “The Memory Shrine” with the text “The shrine shows two futures: one where the Warden is forgiven, and one where the rift is fed. Your first choice changes the final dusk.” Present “Carry the child out” and “Take the rift into yourself”. The mercy choice sets a warm ember/mercy state and displays “A warm ember joins your spell.”; the power choice sets the rift/power state and displays “The rift answers from inside your chest.” These choices should influence the ending label: use “DAWNKEEPER ENDING” for the non-power result and “RIFTBOUND ENDING” for the power result. On victory, display the ending followed by “— press Return to try another path.” and show a “RETURN TO THE RIFT” restart button.

Add a visible day-cycle system. Begin with HUD text “DAWN // 06:00”, then gradually change the environment over approximately three minutes from dark dawn to warmer high sun and finally dark dusk. Interpolate the background and fog from deep plum-brown to muted rose-brown and back toward near-black purple, move and dim the warm directional sun over time, and increase the ember light toward dusk. Update the center-top label between “DAWN”, “HIGH SUN”, and “DUSK” with a changing time from 06:00 through the daytime hours. Keep HUD bars live: VITALITY uses a red/orange gradient, WARDEN uses a violet gradient and shows the current percentage, and MODE reports THIRD PERSON or FIRST PERSON. Use a serif/Georgia-like display font with generous letter spacing, monospace small labels, glowing violet borders, translucent plum story panels, and orange/pink/violet emissive lighting. The overall style is cinematic gothic dark fantasy: sparse geometry, soft shadows, fog, glowing magic, graveyard/cathedral silhouettes, and high contrast UI, while preserving responsive keyboard, mouse-click casting, story choices, shrine interaction, boss phases, restart behavior, and camera toggle as the core playable features.

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