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Arcade › Graveglass
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Michel Wurie (Student) built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Graveglass yet. Play it, then tell Michel Wurie (Student) what you would add next.
Graveglass was built by Michel Wurie (Student) 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 Graveglass 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 browser-based 3D top-down arena survival game titled “GRAVEGLASS.” Use Three.js-style rendering with a fixed elevated perspective camera looking down at a circular moonstone arena. The world should be dark fantasy: nearly black-purple background and fog, a low wide dark violet circular platform, and a thin glowing violet ward ring inset around the arena. Place sparse environmental props around the perimeter: two gloomy fantasy tree groups, two rocks, and a ruined wooden watchtower near the far edge. Use soft lavender ambient lighting plus a warm directional key light, with shadows enabled and a moody purple/gold color grade. The player is a small glowing crystal-like fantasy avatar at the center: a rounded capsule body with a purple/lilac material and dark violet emissive glow, plus a thin golden-orange halo ring around its base. Movement is top-down over the arena using WASD or arrow keys, with equivalent on-screen/mobile controls if available. The player should move at roughly 6 units per second and remain on the ground. Add a dash action on Space, represented by a brief small lift/hop (the existing implementation raises the player slightly for a short instant rather than giving a complex invulnerability effect). Add Q and E controls, including circular on-screen buttons at the bottom-right, to cycle through three selectable sigils/heroes. Cycling changes the player body color and firing cadence: Astra is purple, Morrow is cyan, and Cinder is orange; show the active hero in the status text. Do not add separate hero attacks or abilities beyond this color/cadence change. The core loop is automatic survival combat. Revenants spawn just outside the circular ward at random angles, in groups of one at a time, and move directly toward the player. Each revenant is a small floating-looking faceted mint-green crystal/icosahedron core with a deep green emissive center. Give each enemy 2 health initially, increasing by one every three waves, and make their speed start around 1.15 units/second with a slight increase each wave. When a revenant reaches the player, it continuously damages the player for about 22 HP per second and emits small pink impact particles. The player automatically fires small glowing spherical projectiles at the nearest revenant, with projectile speed around 12, one damage per hit, and a firing interval around 0.42 seconds, becoming slightly faster for later sigils. Projectiles should use the current sigil’s purple, cyan, or orange color. On impact, show a brief burst of five small colored particles; destroy enemies when their health reaches zero. Spawn timing should accelerate modestly with wave, with a practical cap on the number of active enemies (around 18). Track HP starting at 100, score starting at 0, and wave starting at 1. Award one score per defeated revenant. Increase the wave based on score: wave 1 plus the integer number of completed 12-point groups (so wave 2 at score 12, etc.). Update a fixed HUD continuously with “HP [rounded HP] · WAVE [wave] · SCORE [score].” The top-left HUD should show the title “GRAVEGLASS” in spaced pale lavender capitals and a status line initially reading “Awaken the crystal ward,” then identify the active sigil and indicate that revenants are incoming. Include a bottom-left translucent legend reading “WASD / arrows move · Space dash · Q/E swap sigil,” and bottom-right rounded controls for Q, E, and a star-like dash button. Use translucent dark glass panels, thin lavender borders, rounded corners, and white/lavender typography. Start with a full-screen title overlay over the dim purple 3D scene. It should have a subtle radial purple glow, a large centered “GRAVEGLASS” heading, descriptive copy about a compact bullet-hell action RPG slice and top-down fantasy combat, a smaller instruction that movement uses WASD or an on-screen control and that the sigil automatically fires at the nearest revenant, and a prominent rounded button labeled “ENTER THE NECROPOLIS.” Clicking it or pressing Enter begins the run and hides the overlay. During play, render the scene behind the HUD with a responsive canvas and prevent page scrolling. When HP reaches zero, stop the run and show a full-screen dark translucent overlay with a centered glass panel. Display the heading “WARD SHATTERED,” text in the form “The ward fell on wave [wave]. Score: [score],” and a “RESTART RUN” button. Restart must clear all enemies, projectiles, and particles, restore HP 100, score 0, wave 1, reset the player to the center, and resume the start of a new run. Keep the visual style clean, compact, atmospheric, and faithful to the shown dark purple fantasy interface; do not introduce menus, inventory, relic mechanics, ranged enemy bullets, or additional systems not described here.