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Legendary King

  • 3d
  • third-person
  • adventure
  • platformer
  • mobile
  • low-poly
  • exploration
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Asim Hhossam built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Legendary King yet. Play it, then tell Asim Hhossam what you would add next.

Make your own game

Legendary King was built by Asim Hhossam 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 Legendary King 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.

Read the build brief for Legendary King

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 mobile-friendly third-person 3D adventure game titled “Legendary King,” set in “Mountain 1 · The Emerald Ascent.” Use a colorful low-poly/cube-world visual style with simple faceted geometry, soft shadows, a pale blue sky, and atmospheric blue fog. The camera follows behind and slightly above a blocky humanoid explorer, with a rounded head, brown hair, reddish-brown shirt, dark blue pants, and chunky arms and legs. The player starts in a green meadow at the foot of a mountain, facing forward along a route of elevated stepped platforms toward a distant summit temple.

Build the mountain as a sequence of broad grassy ledges extending into the distance: a base meadow around z=16, a forest ledge near z=-1, a river bank near z=-16, a mid mountain ledge near z=-33, a high ledge near z=-50, and a summit ledge near z=-66. Surround the route with tall dark cliff walls and a large gray mountain spine in the background. Dress the landscape with stylized conical evergreen trees, scattered faceted gray rocks, and a bright cyan river crossing around the middle. Place a simple wooden boat in the river, with a brown hull and gold-colored rim; pressing INTERACT near it displays a hint that the player boarded the boat and should keep moving across the river, but the main movement remains free exploration.

The core goal is to traverse/climb the mountain and reach the summit area. Add five gold checkpoint structures, each made of two posts, a top beam, and a small red flag, at Base Camp, River Crossing, Rock Pass, High Camp, and Summit. The initial checkpoint is Base Camp. When the player approaches later checkpoint markers in route order, update the active respawn checkpoint and show a temporary “Checkpoint reached” hint. If the player is defeated or falls, return them to the latest checkpoint with health restored to 100.

Add climbing markers as vertical gold poles at three locations along the route. Pressing CLIMB when close to one instantly moves the explorer upward/forward to the next route position and shows “Climbed to the next route!” Add several glowing green poison pools/patches on the ledges that damage health while touched, plus dark red/orange danger gaps that cause a checkpoint respawn (or severe damage). Also respawn the player if they fall far below the mountain. Health starts at 100 and decreases from hazards or enemy contact; use a visible health bar.

Populate the route with simple low-poly enemies: green snakes near the base/forest and brown bears on higher ledges. Snakes and bears wander around their home areas, pursue the player when nearby, and damage the player on contact; bears should deal more damage than snakes. Make the enemies visibly crude stylized geometric models rather than detailed realistic creatures.

At the end, place a simple gold-and-tan temple on the summit near z=-70, with a base, roof, and two pillars. Reaching the summit region above the final ledge triggers a centered victory modal reading “LEGENDARY KING!” and “You conquered Mountain 1! Mountain 2 is now unlocked.” Pause gameplay while the modal is shown and provide a Continue button.

Implement third-person movement with collision against the ledges, cliffs, rocks, and other solid terrain. Support keyboard movement and jumping as well as touch controls: a large virtual joystick at bottom left, and JUMP, CLIMB, and wide INTERACT buttons at bottom right. Include a pause button at the top right. The on-screen HUD should be a dark translucent rounded panel at top left with gold title text “LEGENDARY KING,” subtitle “Mountain 1 · The Emerald Ascent,” a red-to-yellow health bar, and current checkpoint text such as “Checkpoint: Base Camp.” Show temporary rounded hint messages near the upper center for checkpoint, boat, climbing, and pause feedback. Keep the interface overlaid on the game without obscuring the central explorer and route.

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