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HANTERIX

  • 3d
  • third-person
  • action
  • exploration
  • low-poly
  • forest
  • survival
  • arcade
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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. Ms Paloma built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about HANTERIX yet. Play it, then tell Ms Paloma what you would add next.

Make your own game

HANTERIX was built by Ms Paloma 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 HANTERIX 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 HANTERIX

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.

Rebuild a playable third-person 3D action/exploration prototype titled HANTERIX, with the subtitle “WILDFRONT PROTOTYPE.” Use a low-poly, stylized forest presentation with soft shadows, teal-green atmospheric fog, and a dark cinematic HUD. The camera should follow behind and slightly above the player at about 8.5 units distance, with mouse/right-side touch aiming, a centered pink-red plus crosshair, and a perspective view of the avatar moving through the world.

World: Create a large flat dark-green grass clearing/forest floor with five long, narrow brown dirt exploration lanes running into the distance. Surround the playable area with chunky low-poly gray cliff/mountain formations, including a cave entrance at the far north end made from a rectangular cave-mouth block and two stone pillars. Add a few blocky abandoned ruin structures and lintels around the forest. Scatter many low-poly cube-like trees around the outer area, with brown trunks and dense squared green canopies. Place gray stone and brown wood resource nodes throughout the world, plus at least two visible closed wooden treasure chests. Include three pale translucent circular rings on the ground marking shelter/build areas; these are visual build-site markers only and do not need construction mechanics. Use warm directional daylight, cool fill light, shadows, and a day/night cycle that changes the sky and fog from muted daylight teal to dark blue nighttime.

Player: Use a simple placeholder low-poly character centered in the view: a pale mint/white capsule-shaped body, a rounded teal-green hood/head piece, and a small bright red glowing rectangular visor/front accent. Start the player at approximately (0, 0, 6), on the central path. The character can move, jump, and sprint, and should cast a shadow. Movement is third-person WASD, Shift enables sprint, and Space jumps. Aim with the mouse/camera direction and attack with left mouse button. On touch devices provide a virtual left joystick for movement, a right-side touch-look region, and buttons for ATTACK, JUMP, and skills 1, 2, and 3.

Combat: Left mouse ATTACK fires a small bright red/pink glowing energy sphere/projectile from the player toward the camera aim direction. Projectiles travel quickly, expire after a short distance/time, and damage enemies on contact. Add three cooldown-based skills: Skill 1 fires one stronger red energy shot (damage 40, cooldown 4 seconds); Skill 2 fires a spread of eight weaker red projectiles (damage 18 each, cooldown 7 seconds); Skill 3 creates a brief glowing red/crimson torus burst around the player and damages every nearby enemy within roughly 5 units (damage 70, cooldown 11 seconds). Number keys 1/2/3 activate the skills on desktop; the matching mobile buttons do the same.

Enemies: Place seven animated low-poly alien/monster creatures around the forest at positions distributed across the paths and clearings. Use six normal monsters and one larger elite monster near the far north/cave area. Normal monsters have 70 HP and the elite has 180 HP; show a floating red health bar above every monster that faces the camera. Monsters detect and pursue the player within about 18 units, move toward the player, and attack at close range (roughly 2.3 units), dealing 6 damage for normal monsters and 12 for the elite with an attack delay. Make monsters move faster at night. Defeated normal monsters grant 25 XP and 1 wood; defeating the elite grants 80 XP and 3 stone. Keep defeated monsters in the scene or mark them dead so they stop acting and no longer count as living enemies.

Collection and progression: Automatically collect nearby wood and stone nodes when the player comes within about 2.2 units, hide the collected node, and increment the corresponding counter. Track player HP starting at 100/100, XP starting at 0/100, and level starting at 1. XP fills toward 100 and level increases when XP reaches the current level threshold. If HP reaches zero, immediately reset HP to full and respawn the player at the starting position. The day clock should start around 06:00 and advance continuously, displayed as hours and minutes; night begins approximately after 19:00 and lasts until 05:30. Resources and combat are the actual functional progression systems; chests, cave, ruin structures, and shelter rings are environmental/prototype elements without invented interaction requirements.

HUD: Overlay a full-screen noninteractive HUD above the 3D view. In the upper-left, use a rounded translucent near-black panel with mint text “HANTERIX” in bold spaced lettering and “WILDFRONT PROTOTYPE” beneath it. In the upper-right, use a rounded translucent status panel showing HP and a 100/100 readout, a wide horizontal HP bar with a red-to-orange gradient, XP with “Lv 1” and “0 / 100” style text, a thin cyan XP bar, the time, and “Wood 0 · Stone 0.” Across the top center show the desktop control hint: “WASD move · Shift sprint · Space jump · Mouse aim · LMB attack · 1/2/3 skills.” Keep a pink/red glowing plus crosshair fixed at screen center. Include a dormant bottom-center boss panel styled as a dark rounded panel with a red bar and the text “LEVEL 15 BOSS ZONE — SEALED FOR LATER,” but leave it hidden during normal play as in the prototype. On coarse/touch screens hide the desktop hint and show the virtual controls: circular joystick at lower left, a tall red ATTACK button and circular buttons labeled 1, 2, 3, and JUMP at lower right.

Art direction: low-poly blocky/capsule geometry, simple saturated materials, forest greens, muddy brown paths, gray stone cliffs, mint player colors, and vivid red projectile/visor accents. Use ambient occlusion-like shadows, directional sunlight, cool blue night lighting, fog fading toward the distant cliffs, rounded translucent glass-like HUD panels, and no realistic textures or high-detail character design. Ensure the result is an immediately playable browser-style prototype rather than a title screen or noninteractive scene.

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