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Arcade › Kaveh's Blade
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mohamad built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Kaveh's Blade yet. Play it, then tell Mohamad what you would add next.
Kaveh's Blade was built by Mohamad 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 Kaveh's Blade 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-playable low-poly third-person fantasy action/exploration game titled "Kaveh's Blade". Use a Three.js-style 3D scene with a perspective camera following a knight from behind at about 6.5 units distance, with mouse orbit/look and WASD movement. The knight is a stylized low-poly armored male character holding a sword, standing in a broad square grass clearing/forest. The visual style is deliberately simple, dark and moody: green grass, black/dark background and fog, strong warm directional sunlight with soft shadows, blocky faceted trees, rocks, ruined stone structures and a small village-like fenced area. Keep the HUD highly visible over the scene. Core objective: explore the map and collect all 3 glowing purple crystal artifacts. Show a top HUD with "Health: 100" and a wide red health bar at upper left, and "Artifacts: 0 / 3" at upper right. Each artifact is collected automatically when the player comes within about 1.6 world units; remove it, increment the counter, and play a short bright collect sound. Winning immediately occurs at 3/3 and displays a dark translucent full-screen overlay saying "Victory!", with text explaining that all ancient artifacts were collected and threats defeated, plus a "Play Again" button that reloads/restarts the game. Build a compact fixed environment on a tiled grass ground roughly 25 by 25 tiles. Scatter about 22 oak and pine trees around the clearing. Include a river/water strip across the far/northern side of the map, blue and semitransparent with subtle animated waves and rocks along its bank. Add an ancient ruin in the northwest area made from a short row and side row of stone wall pieces, two pillars, and stairs. Add a small medieval village/fenced area to the southeast, using fence segments, a couple wall pieces and a pillar. Place the three crystals at approximate map positions (-9,-9), (9,-6), and (2,10), with the player starting around (0,0). Use low-poly fantasy/nature asset styling: knight, sword, oak/pine trees, stone walls/pillars/stairs, wolves, bat-like flying spirits, faceted rocks, wooden crates, fences, and glowing crystal models. Combat: F or left mouse button performs a sword slash, subject to a 0.7-second cooldown. Play a short sawtooth sword sound and use the knight's SwordSlash animation if available, then return to idle. The attack damages enemies only within 3.2 units and in front of the knight (forward-dot-target greater than 0.4), dealing 35 damage. Nearby wooden crates within 2.8 units are destroyed by an attack and produce a few small flying brown debris cubes with gravity. Play a brief close-in combat camera cinematic on the first attack. Populate threats: three shadow wolves near the river/far side, each with 55 health, walking toward the player and attacking at about 1.8 units; two bat/flying spirit enemies in the air on the far right, each with 35 health, bobbing vertically, flying toward the player and attacking at about 2.2 units; and one large faceted stone golem/rock enemy around (-14,6), with 90 health, moving slowly and attacking at about 2.5 units. Use the available idle/walk/flying/attack/hit/death animations where present. Enemies continuously pursue the player when not in a cutscene. On occasional attack frames, wolves deal 9 damage, spirits 12, and the golem 18. When health reaches zero, display a matching full-screen dark overlay reading "Defeated", with "Your journey ends here..." and a "Try Again" restart button. Health cannot go below zero and controls stop after win/loss. Include four wooden crates in a line/paired arrangement near the southern-middle area, and two movable large rocks around (3,8) and (8,8). E near a rock pushes it a small amount away from the player; use these as a simple environmental puzzle. When a rock is near its target area around its original x coordinate and z=8, sink a nearby village wall to open/reveal a path. Also apply simple physical repulsion when the player gets too close to movable rocks. Jump with SPACE using a jump speed around 9 and gravity around 22. At initial load, play a roughly 4.2-second camera intro: move from the starting elevated camera view toward a view around (0,5,14) looking toward the knight, then enable controls. The bottom-center instruction panel should be a semitransparent black rounded rectangle with light italic/bold text: "WASD: Move | Mouse: Look | SPACE: Jump | F: Sword Attack | E (near rock): Push | Explore & Collect Crystals!" Keep mouse look, third-person movement, jump, sword attack and crystal collection responsive. Add subtle ambient low synth audio, sword attack audio, and crystal collection audio, initializing audio on the first click or key press. Provide a restart-on-R behavior after either end state. Use fog, shadows, hemisphere and directional lighting, and a black page background to match the stark screenshot presentation.