Arcade › Kingdom After Dark
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Souvenir Joueur built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Kingdom After Dark yet. Play it, then tell Souvenir Joueur what you would add next.
Kingdom After Dark was built by Souvenir Joueur 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 Kingdom After Dark 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 browser-playable 3D third-person exploration adventure titled “Kingdom After Dark.” Use Three.js or an equivalent WebGL engine, with a soft low-poly, colorful fantasy-meets-modern-city art style. The world is a bright blue-sky kingdom/city district viewed from an over-the-shoulder third-person camera: the player is centered in front of the camera, with click-and-drag mouse look and scroll-wheel zoom. Use directional sunlight, soft shadows, ambient sky fill, light fog, and a warm point light near the city to give the scene a polished stylized look. Build a large flat green terrain with two intersecting dark-gray paved roads: a north-south road and an east-west road, each marked with regularly spaced pale yellow lane stripes. Place a modern city skyline on the west side using tall, simple rectangular gray buildings with dark blue-green glass facade panels. Mix these with fantasy/medieval assets: small timber/stone houses, a watchtower, a castle gate, and a distant castle silhouette made from four cylindrical stone towers, a rectangular keep, and a thin red banner. On the eastern side, create a lightly wooded area with scattered broadleaf trees, pine trees, and rocks. Include a yellow taxi on one road and a larger fantasy-themed haul truck on the other, both as static environmental props. Add a horse named Biscuit standing near the forest; it has an idle animation and can be mounted. The player is an original deliberately simple low-poly young green adventurer/courier. Model them from a rounded green capsule-like tunic/body, a white spherical head, a pointed green cone hat, and simple brown rectangular boots. Start the player on the north-south road near the city plaza. Movement should support WASD and arrow keys, with Shift for running and Space for jumping, using third-person character controls with gravity and a slope limit. The camera should follow the player at roughly six units distance and allow looking around and zooming. Rotate the avatar toward the movement/facing direction. Populate the city with four interactable NPCs, each made from a colored rounded body and a white spherical head: Pip the Courier in orange near the plaza, Mara the Barista in purple by the small shop called Starlit Sundries, Sir Brick the Parking Warden in blue near the road, and Old Fennel in brown near the forest. Press E when within about three world units to interact. Show one of two humorous dialogue lines selected randomly for each NPC. Pip says either “The castle ordered a taxi. I ordered a horse.” or “Same delivery, wildly different traffic laws.” Sir Brick says either “No parking on the royal ley-line.” or “I will tow your carriage with a dragon.” Mara says either “One mana latte?” or “We are out of mana. Take a regular latte and pretend.” Old Fennel says either “Forest is lovely this time of year.” or “The trees have filed a noise complaint.” Implement the exact two-step mission progression. At game start, the HUD objective reads “Mission: find Pip the courier in the city plaza.” When the player interacts with Pip, advance to “Mission: take the moonfruit parcel to Mara at Starlit Sundries.” and update the status text to “Pip handed you a parcel that smells faintly of moonlight.” When the player then interacts with Mara near Starlit Sundries, advance to “Mission complete: free roam the kingdom and cause gentle confusion.” and set the status to “The parcel was delivered. The city is now 4% safer.” Do not add combat, enemies, health, score, inventory UI, or additional objectives; this is a peaceful exploration and delivery game. When E is pressed near Biscuit, toggle mounting: display a toast saying “You mount Biscuit. The kingdom suddenly feels much larger.” when mounting and “You hop off Biscuit.” when dismounting. While mounted, keep the horse positioned under/just behind the player and aligned with the player’s rotation, preserving the third-person exploration controls. Also let E near the Starlit Sundries shop toggle an inside-shop state and show either “You step into the tiny shop. The door is bigger on the inside.” or “Back on the street.”; this is only a state/toast interaction and does not require a separate interior scene. Create a fixed HUD overlay that matches the visible design: upper-left translucent dark rounded panel with subtle border and shadow; lime-green uppercase title “KINGDOM AFTER DARK”; current mission text below; muted status text; and a gold pill badge reading “WASD / arrows • Shift run • Space jump • E interact.” In the upper-right, show a dark rounded hint reading “Click to look around • Scroll to zoom.” Put a small white circular crosshair at the screen center. Show temporary dark rounded toast messages at the bottom center for dialogue, mission updates, mounting, and shop interaction. Make the layout responsive so the upper-right hint can disappear on narrow mobile screens and the toast moves higher on mobile. Use a blue sky background, distant fog, strong soft shadows, and the low-poly geometry visible in the reference: the opening view should show the green-hatted adventurer from behind on the road, with the modern buildings and castle direction ahead, NPCs nearby, and grass bordering the road.