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Arcade › LEGEND
Click the game above and it runs right here in your browser. No download, no installer, no account needed. vishvap417 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about LEGEND yet. Play it, then tell vishvap417 what you would add next.
LEGEND was built by vishvap417 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 LEGEND 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-based third-person 3D arena survival action game titled "LEGEND". Use Three.js with a perspective camera following a player-controlled knight from behind at about 7.5 units distance. The knight is centered in a dark, low-poly forest clearing and should be controlled with WASD or arrow keys for movement; mouse movement controls the camera look, and left mouse click or Space (the code also accepts E) performs a sword attack. Keep the camera and player movement in a responsive third-person style, with the knight beginning near the center of the arena. Use a stylized low-poly Quaternius-like aesthetic and actual animated humanoid models: a medieval knight player, goblin enemies, zombie enemies, and blocky low-poly trees. The environment is a large flat square green ground plane, approximately 80 by 80 units, with a second subtly darker transparent ground layer for visual variation. Surround the clearing with sparse stylized trees, alternating between two tree varieties, positioned around the perimeter (roughly at coordinates corresponding to [-14,-11], [16,-13], [-18,14], [13,17], [-8,-22], [22,8], [-22,-6], and [7,-18]), plus several simple rounded gray-green rocks scattered around the outer area. Use shadows, a warm directional sun, soft green ambient/fill lighting, and dark green fog fading into a nearly black background; the screenshot should feel dim, moody, and atmospheric rather than brightly lit. Trees have chunky rectangular foliage and brown trunks, and all models cast/receive soft shadows. The core loop is wave-based melee survival. Start at WAVE 1 with 3 enemies. Spawn each enemy randomly on a ring roughly 22 to 28 units from the player, alternating goblin and zombie types. Enemies continuously run toward the knight, face him while moving, and attack when within about 1.6 units. Their attack animation is a punch, with a hit applied after approximately 0.42 seconds if still within 2.8 units; each successful enemy hit removes 15 health, and enemies attack no more often than about once every 1.1 seconds. Give each enemy 70 health on wave 1, increasing by 18 per wave, and movement speed around 4.2 to 5.1 units per second. Use idle, run, punch, receive-hit, and death animations when available. The knight's sword attack has a 2.8-unit range, deals 45 damage to every living enemy within that range, knocks hit enemies back about 1.1 units, and has a 0.55-second cooldown. Play a one-shot sword-slash animation and return to idle afterward. On enemy death, play its one-shot death animation, leave it visible briefly (about 0.95 seconds), then remove it. Award 250 points per kill and 120 points per enemy hit; if one swing hits multiple enemies, add an 80-point combo bonus. When all enemies in a wave are removed, increment the wave and spawn the next wave after about 1.2 seconds. The wave enemy count should be 3 plus floor((wave - 1) * 1.6), so later waves grow steadily. The knight has 100 health. When health reaches zero, stop gameplay, show the player's death animation, and display a centered dark translucent game-over overlay reading "DEFEATED", followed by the final score and wave and a rounded "PLAY AGAIN" button that reloads/restarts the game. Do not add lives, ranged weapons, pickups, bosses, or other systems. Add a minimal fixed HUD over the canvas: at top left show a white five-digit zero-padded score beginning at "00000", with "WAVE 1" below it. At the bottom center show a 220-by-12-pixel rounded health bar with a translucent light border; fill it with a left-to-right red through orange/yellow gradient and reduce its width with health. At bottom right show low-opacity white instructions exactly in spirit: "WASD / ARROWS — MOVE", "MOUSE — LOOK", and "CLICK / SPACE — ATTACK"; hide these instructions on narrow/mobile screens. Use a fullscreen black page background, no scrolling, and keep the game canvas filling the viewport.