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Arcade › Heart Star Saber World
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Urudidxi Icicicic built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Heart Star Saber World yet. Play it, then tell Urudidxi Icicicic what you would add next.
Heart Star Saber World was built by Urudidxi Icicicic 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 Heart Star Saber World 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 third-person 3D exploration game titled “Heart Star Saber World.” Use Three.js or an equivalent real-time 3D engine with a perspective camera following a small stylized blue saber hero. The scene is a compact open outdoor world: a large dark green ground plane, a straight brown/gray stone path about 10 units wide, atmospheric dark blue background and fog, and soft blue/pink lighting. Scatter roughly ten low-poly cube-world trees around the world edges and six large glowing collectible crystals near and alongside the path. Place a closed treasure chest at the far end of the path, around z=-42, with a floating, slowly rotating glowing pink heart waypoint above it so the destination is obvious. The player starts near the path at approximately world position (0, 1.2, 18). Build the avatar from simple stylized geometry: a blue capsule-shaped body, a dark visor/head detail with a pink emissive glow, and a bright white/light-blue glowing lightsaber held to the player’s side. Include a dark metallic cylindrical hilt. Add a small point light near the saber to make it visibly illuminate the character and nearby area. Enable shadows, blue/pink rim lighting, fog, and a polished low-poly/fantasy neon presentation. Gameplay begins behind a full-screen dark translucent radial-gradient start overlay. Center a rounded dark card with the gradient title “Heart Star Saber,” explanatory text saying the player explores a small 3D world, collects glowing crystals, and finds the treasure chest, plus a prominent gradient button labeled “Enter the world.” Clicking/tapping the button hides the overlay and starts play. Provide third-person movement controls: WASD or arrow keys to explore, Shift to run, Space to jump, and mobile joystick/touch support. The camera should follow the avatar from about 7 units away, with gravity and jumping; use a movement speed around 7, jump speed around 9, gravity around -22, and a slope limit around 42 degrees. Collect crystals automatically when the player comes within about 1.8 world units: remove the crystal, increment the score by one, and update the HUD. When the player comes within about 3 units of the chest, change the status text to “TREASURE FOUND ✦ [score] CRYSTALS”; otherwise show the normal world status. The floating heart marker should continuously rotate. Do not add combat, enemies, attacks, health, timers, or invented levels—the saber is decorative and lights the way, and the actual goals are crystal collection and reaching the chest. Use a fixed overlay HUD above the canvas. At the top center, place two pill-shaped translucent dark panels: left reads “HEART ✦ STAR WORLD” and right reads “CRYSTALS 0” initially. At the bottom center show the hint “WASD / arrows to explore • Shift to run • Space to jump • mobile joystick included.” Use rounded borders, subtle blue shadows, white bold lettering, and pink-to-blue gradients consistent with the title and start button. Make the game responsive for desktop and mobile, prevent page scrolling, and preserve the neon heart/star/saber visual identity while keeping the world geometry visibly low-poly and exploratory.