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Arcade › Legends of Etheria
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Legends of Etheria was built by Ayu indah 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 Legends of Etheria 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 “Legends of Etheria,” a browser-based 3D offline MOBA-style VS AI prototype with a dark fantasy/sci-fi Etheria presentation. Use a Three.js-like 3D scene with a high, top-down perspective camera looking over a rectangular green battlefield. The arena is a 44 by 34 grassy plane with three wide horizontal tan lanes at z=-11, 0, and 11, and a narrow vertical blue river running through the center. Scatter rocks and stylized fantasy trees around the side edges. Place a blue base with a glowing cyan core at the back-left corner and a red enemy base with a glowing pink/red core at the opposite back-right corner. Put three tower/turret structures beside each team’s lanes: blue towers along the left side at x=-14 and z=-10, 0, 10, and red towers along the right side at x=14 and z=10, 0, -10. Use simple low-poly fantasy asset models for trees, rocks, bases, and towers, with soft shadows, fog, a dark blue background, cool blue lighting plus warm directional light, and glowing colored hero auras. Create the full flow of screens. First show a splash screen with a translucent navy glass panel, rounded corners, border and shadow, the text “AURORA FORGE STUDIO,” the large gradient title “LEGENDS OF ETHERIA,” subtitle “Etheria Battleground · Offline VS AI prototype,” a loading bar that fills to 100% while displaying asset-loading text, and then a “TAP TO START” button. After starting, show an “ETHERIA // LOBBY” screen with resource labels such as Lv 12, ◈ 2,450, and ✦ 120; menu buttons HERO, EQUIPMENT, LEADERBOARD, PROFILE, SETTINGS, DAILY REWARDS, SHOP, and TRAINING; a floating purple orb centerpiece; the currently featured hero KAIROZ with “ASSASSIN · MOBILITY / BURST”; and a prominent “PLAY · VS AI” button. Non-playable menu buttons can remain inert, while TRAINING should show a small “Training mode segera hadir di slice berikutnya” toast. When PLAY is pressed, show a hero-selection modal titled “HERO SELECTION” with “Pilih legenda untuk bertempur,” a 00:30 label, and a grid of ten selectable hero cards. Each card has a glowing colored dot, name, and role. Include exactly these heroes and roles/colors: KAIROZ—Assassin, purple; VALTHERION—Fighter, orange; LUNARIA—Mage, pale blue; ARDENT—Marksman, gold; GORATH—Tank, slate blue; SERAPHINA—Support, pale gold; ZERAK—Fighter, cyan; NYXARA—Assassin, ice cyan; ELYNDRA—Mage, lavender; BRAXON—Tank / Fighter, tan. Highlight the selected card and show its ability text. Kairoz’s displayed abilities are “Shadow Mark · Phantom Slash · Dark Mirage · Eternal Execution”; use the corresponding listed ability descriptions for the other heroes. Add a “LOCK HERO” button. On lock, begin the battle. The player controls the selected hero, represented in the world by a simple low-poly capsule-like colored body with a glowing ring aura. Spawn the blue player near the blue base at approximately (-12,-9), with 1000/1000 HP, 500/500 mana, level 1, and 500 gold. The player uses top-down movement controls and can move around the arena. Spawn four blue allied hero units near the left side and five red enemy hero units near the right side; each is a small colored capsule with an aura and 650 HP. Blue units use cyan/blue colors, red units use pink/red colors. Units automatically move toward opposing units/player and attack at close range. Every 8 seconds spawn three small blue melee minions and three small red melee minions, moving horizontally across the lanes; award the player 30 gold on each spawn wave. Minions are scaled down and disappear when they pass the battlefield edge. The player’s attack buttons automatically target the nearest living red unit within 5 world units. If no enemy is close, show the toast “Dekatkan diri ke musuh.” Include these attacks: basic ATK for 55 damage, skill 1 / SLASH for 130 damage, skill 2 / DASH for 90 damage, and ULT / Eternal Execution for 240 damage. The attack causes a brief scale-up hit feedback. Support mouse/touch HUD buttons and keyboard shortcuts: Space for basic attack, 1 for skill 1, 2 for skill 2, and 3 for ultimate. Add a RECALL/BACK button that instantly returns the player to the blue base and shows “RECALL · kembali ke base.” On player death, show “ALLY SLAIN · Respawn 5s,” then respawn the player after five seconds at the blue starting point with full HP. Track kills and deaths in the score. The battle HUD should be a responsive glassy overlay. At the top show a minimap with three diagonal/straight lane marks and blue/red dots, a score initialized to “0 - 0,” a match timer initialized to “00:00,” the objective label “Etheria Battleground,” and a pause button. Pause can show “Pause lokal · AI tetap berhenti pada versi berikutnya” rather than implementing a real pause. At the bottom show the selected hero name and “Lv 1,” a green HP bar with text such as “1000/1000,” a blue mana bar, gold count, and circular controls for ATK, SLASH, DASH, ULT, and BACK. Use gradient fills, rounded buttons, blue borders, and a dark navy translucent visual style. After battle time exceeds 35 seconds, gradually reduce the red enemy crystal/core from 100% at roughly 1.6 percentage points per second and update the objective text as “Enemy Crystal [percentage]%.” When the red core reaches zero, end the match and show a polished result screen with “VICTORY,” a message that the enemy crystal was destroyed and the elapsed time, plus PLAY AGAIN and BACK TO LOBBY buttons. Preserve the dark navy, cyan, lavender, gold, and pink palette, futuristic fantasy typography, translucent panels, soft bloom/glow, low-poly 3D assets, and responsive mobile layout shown by the reference UI. There is no online multiplayer; label the mode as offline VS AI.