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Arcade › Karadeniz Sisli Geçit
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Remix Karadeniz Sisli Geçit 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.
Recreate a browser-based third-person 3D action-adventure prototype titled “Karadeniz: Sisli Geçit” (Turkish UI). The player controls Recep, represented by an animated humanoid character, exploring a small foggy Black Sea village and surrounding forest at night. Use a Three.js-like 3D presentation with a perspective third-person camera following the player from behind at about 7 units distance, a dark blue-green background, dense distance fog, soft shadows, and stylized low-poly/asset-pack visuals. The world is an open rectangular ground area with a dark green-brown terrain plane, scattered trees, bushes, and stones. Place simple blocky village buildings around the area: two village houses, an uncle’s safe house, and a dark abandoned house, with contrasting roof blocks. Frame a northern road with two long low wall structures. The player starts around the village at world position (0, 0, 12). Core gameplay is exploration, light melee combat, interaction, and a linear ten-step quest chain. Movement is keyboard-controlled through a third-person controller: WASD to move, Shift to run, Space to jump; the character plays idle, walk, run, jump, and punch animations. Left mouse button performs a punch with roughly a 0.43-second cooldown and a 3-unit close-range hit check, dealing 25 damage. The player has 100 health; enemies damage the player when close, and death opens the defeat/menu state with the Turkish message that the fog swallowed them. Press E to interact with nearby objects or NPCs. Interactions within about 2.5–3 units pick up glowing gold cube pickups and add their labels to the inventory, or open a dialogue with the uncle. The available inventory initially contains “Yumruk” (Fist), and pickups are a lost villager document (“Belge”) near the abandoned house and a rusty key (“Anahtar”) inside/near that house. The F key toggles a flashlight state and displays a toast saying the flashlight is on/off; retain this control and feedback, but do not add functionality not present in the source. Tab shows the inventory in a toast, J shows the current quest in a toast, and Escape toggles the menu. Populate the map with four zombies (including a female zombie variant), positioned near the village and the northern road. Zombies have about 35 HP, pursue the player when within 24 units, walk/run toward the player, and attack at close range for 8 damage about every 1.4 seconds. Add a larger demon-like vampire enemy called “Kadın Vampir Gölgesi” in the northern forest, with about 120 HP, speedier pursuit, close attacks dealing 18 damage, and a 25-damage punch response/death animation. The vampire should remain inactive/non-pursuing until the later vampire quest stage. Defeated zombies and vampire briefly play a death state and then disappear; defeating an enemy adds 10 score. Place an animated friendly NPC named “Amca” near the safe house; E near him shows this exact Turkish dialogue: “Evlat, ormanda kaybolanlar geri dönmedi. Gece çöktüğünde kuzey yolundan uzak dur. Vampirlerin izi eski taş sunakta.” with a Continue button that closes the dialogue. Implement these exact quest objectives and progression, shown as “GÖREV 1/10” etc. and updated in the HUD: (1) “Köyde dolaş” — explore more than 20 meters from the starting village position; (2) “İlk zombiyi yen” — defeat the first zombie with a punch; (3) “Kayıp köylülerin izi” — find the document near the abandoned house; (4) “Ormanda amcayı bul” — talk to the uncle; (5) “Güvenli evi keşfet” — approach the uncle’s safe house; (6) “İstilalı yoldan geç” — reach the northern road after a zombie has been defeated; (7) “Anahtarı bul” — pick up the rusty key at the abandoned house; (8) “İlk vampirle karşılaş” — approach the northern forest/vampire encounter area; show the protagonist dialogue “Bu yaratık... İnsan değil. Geri çekilmeliyim.”; (9) “Geçmişin izleri” — investigate the old stone altar/area farther north; (10) “Gizli sığınağı aç” — with the key in inventory, approach the hidden shelter entrance farther north and show a toast that the hidden shelter door has opened and the prototype section is complete. Show toast notifications for quest completion and important pickups/actions. Include save/load through localStorage with health, score, inventory, quest index/flags, and player position; menu buttons are “Yeni Oyun”, “Devam Et”, “Kaydet”, and “Oyuna Dön”. Starting a new game resets health, inventory, quests, flags, and position. The HUD must be a fixed Turkish overlay over the 3D scene. At the top-left show the gold uppercase title “KARADENİZ · SİSLİ GEÇİT”. At the top-right show a dark translucent rounded panel with “SAĞLIK 100 / 100”, a horizontal health bar with a red-to-gold gradient, and “ENVANTER: Yumruk”; update these values during play. At the bottom-left show a dark translucent rounded quest panel with the current quest number out of 10, objective title, description, and the control hint line: “Shift koş · Space zıpla · E etkileşim · Sol tık saldırı · F fener · Tab envanter · J görevler · Esc menü”. Add a small centered circular crosshair, centered toast notifications near the top, and a bottom dialogue panel when speaking. Use translucent near-black teal panels, thin muted-gold borders, cream text, gold headings, rounded corners, and a subdued cinematic night palette. The initial state opens the large centered menu overlay over the game, with the “KARADENİZ” heading, subtitle “Sisli Geçit · Oynanabilir prototip” and “Recep'in ilk gecesi başlıyor.”, plus the four menu buttons. Make it responsive for desktop and narrow mobile screens while preserving the same HUD hierarchy.