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Arcade › Hammerbeat Forge
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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.
Recreate a dark, atmospheric 3D rhythm blacksmith game titled “Hammerbeat Forge” (the visible title is “HAMMERBEAT”), using a fixed elevated perspective camera looking toward a circular forge arena. Set the scene at night in a medieval blacksmith shop: a stylized low-poly blacksmith building stands in the rear center, a knight hero is positioned on the left foreground, and a skeleton warrior enemy is positioned on the right. Use warm orange fire lighting from the forge, soft shadows, a deep purple-black background and fog, and a dark circular stone/metal floor with a thin glowing orange ring around the arena. The overall style is polished low-poly fantasy with warm gold/orange highlights and translucent dark HUD panels. On first load, show a full-screen start overlay that darkens the 3D scene. Center a rounded dark card with a thin orange border and shadow. Display the large gold title “HAMMERBEAT”, Korean instructions equivalent to “Match the rhythm in the blacksmith shop to make a weapon, then defeat the skeleton warrior with the completed weapon,” and an orange button labeled “대장간 열기” (Open the forge). Clicking it, or pressing Enter, dismisses the overlay and starts wave 1 in forge mode. Use a fixed HUD over the 3D scene. Along the top, show three rounded translucent pills: weapon status on the left, “파동 1/3” (wave 1/3) in the center, and “적 HP 3” (enemy HP 3) on the right. Initially the weapon is “녹슨 검” (Rusty Sword). Centered near the top, show the phase title “대장간 리듬” and the hint “불꽃의 박자에 맞춰 망치를 두드리세요”. At the bottom, show a wide rounded forge control panel. Include the message “Q W E R 또는 아래 버튼을 박자에 맞춰 누르세요”, a horizontal dark beat bar with a glowing gold marker traveling from left to right, and four equal rhythm buttons labeled Q, W, E, R with small Korean labels underneath: “불꽃” (flame), “망치” (hammer), “모루” (anvil), and “담금질” (quenching). Implement the core rhythm mechanic exactly as a four-step repeating cycle. The beat advances continuously through four positions, corresponding in order to Q, W, E, R. During a brief timing window near the current step, prominently flash a large gold/orange prompt in the middle of the screen reading “지금! Q”, “지금! W”, “지금! E”, or “지금! R”. The player can press the matching keyboard key Q/W/E/R or tap any of the four on-screen buttons. A press only counts as accurate if it matches the currently highlighted step during that brief visible timing window. On an accurate press, flash the pressed button orange, show a large “지금!” toast, increment the weapon forge gauge by one, and update the message to indicate an accurate hit and the gauge such as “정확한 순간! 무기 게이지 1/4”. On an incorrect or mistimed press, flash a “MISS” toast and explain that the player should press the glowing button when “지금!” appears; do not award gauge. The beat marker should visibly move across the bar and the forge/fire lighting should subtly pulse with the beat. After four accurate rhythm hits, complete the weapon and switch to attack mode. Change the phase title to “무기 완성!”, the hint to “오른쪽 아래 버튼을 눌러 적을 처치하세요”, and the message to “무기가 완성됐습니다 — 적을 공격하세요”. Change the weapon status to “불붙은 검” (Flaming Sword) while the forge gauge is at least 2 and to “천둥의 검” (Thunder Sword) when it reaches 4; the final completed state should visibly read “천둥의 검”. Hide the beat bar and four rhythm buttons, and instead show a wide bottom-right/bottom attack button labeled “⚔ 적을 베기” (Slash the enemy). The player can click it or press Space. Each attack reduces the skeleton warrior’s displayed HP by one, briefly flashes/enlarges the enemy to communicate the hit, and shows a “SLASH!” toast (or “처치!” on the killing blow). Update the message with the remaining HP. The completed weapon is consumed/reset after attacking, but the attack interaction remains available until the enemy is defeated. Each enemy has 3 HP. When an enemy dies in wave 1 or 2, advance to the next wave, reset the enemy HP to 3, return to forge mode, and show a transition state with title “다음 파동 준비”, hint “새로운 적이 오기 전에 무기를 다시 벼리세요”, and message “적이 쓰러졌습니다. 다시 리듬을 맞추세요”. Continue through three total waves. After defeating the wave 3 enemy, enter a win state: title “대장간의 전설”, hint “모든 적을 쓰러뜨렸습니다!”, message “승리! 새로고침하면 다시 도전할 수 있습니다”, and stop normal interaction. Keep the camera fixed and do not add character movement, exploration, inventory, enemies beyond the single visible skeleton warrior, health/lives systems, or extra game modes. Make the controls responsive for both keyboard and touch, with the four rhythm pads large enough for mobile. Preserve the visual hierarchy: warm gold text for status, orange/red action buttons and hit feedback, translucent charcoal panels, and the glowing forge lighting against the purple-black medieval environment.