Arcade › Marmoreal
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Aishvarya Vanjari built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Marmoreal yet. Play it, then tell Aishvarya Vanjari what you would add next.
Marmoreal was built by Aishvarya Vanjari 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 Marmoreal 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 3D exploration game titled “Marmoreal: Imperial Capital,” set in a monumental fantasy imperial capital built almost entirely from pale white and gray marble. Use Three.js-style low-poly geometry with soft shadows, atmospheric fog, a cool blue-gray sky, warm directional sunlight, and distant mountains. The camera is a third-person perspective camera following a small player marker: the player is represented by a simple gold/brass circular disc on the marble ground, with a small white circular reticle at the center of the screen. Start with a roughly 7.5-second cinematic establishing shot that moves from an elevated angled view toward the palace and processional avenue; any key press or pointer click should skip the intro and place the player at the southern end of the avenue. Afterward, allow free exploration over the large flat marble terrace using WASD or arrow keys to move, Shift to run, Space to jump, mouse dragging to look around, and the mouse wheel to zoom. Keep the player constrained primarily by the ground collider; there is no combat, inventory, score, health, or quest system, and the experience is an architectural walking tour. Build the scene as a living capital slice arranged along a long central Processional Avenue. Place the player around the south end at z=40, facing north toward the city. Make the ground a broad approximately 96-by-96 marble terrace, with a brighter 10-unit-wide avenue running north-south. Add two narrow blue water canals parallel to the avenue around x=-10 and x=10, with regularly spaced pale marble bridges crossing them. Add small dark stone avenue stripes/details. At the far north, create the Royal Palace on a raised palace hill/plinth around z=-26: broad stepped platforms, a central bright marble hall, two side wings, dark roof, tall round corner towers with dark caps, a columned front, small dark window panels, stairs descending toward the avenue, and an ornamental palace gate. Behind and above it, create a dramatic stacked citadel silhouette: wide marble tiers with bright crown ledges, repeated small spires, box-like marble houses, and a huge faceted dark central monolith rising behind the palace. Frame the avenue with civic buildings: Royal Library and Academy of Sciences on the west/east near z=-7, and Ministry of Canals and Museum Quarter on the west/east near z=18. They should be simple pale rectangular buildings with bright cornices and repeated front columns. Include marble arch gates, including a large Grand Processional Gate near the palace approach and smaller north/south gates. Add a civic square near z=12 with a round detailed fountain at its center if the asset loads, two simple hero-statue arrangements on bases, and a ring of short dark stone pillars. Load/place castle-style gate and tower assets around the middle sides, plus taller tower-house assets near the Museum Quarter/Academy area; they should read as decorative architectural landmarks, not enemies. Include a stationary animated knight/sentinel model near the palace entrance around x=6,z=-20, playing an idle animation when available. Surround the capital with a cinematic ring of faceted dark mountains in the north background, a few dark green low-poly pines, and pale semi-transparent low-poly clouds that drift slowly across the sky. Use fog to soften distant geometry. Lighting should include a cool hemisphere/fill light, a warm shadow-casting sun, and a subtle blue rim light; slowly cycle the sun/ambient brightness and sky/fog hue to suggest a gentle living day/night lighting change, while keeping the scene clearly visible. Add a fixed HTML HUD overlay that does not block gameplay: at the upper left, show a dark translucent blue-gray panel with a thin light border and serif typography. Its exact text should be: “KINGDOM OF MARMOREAL”, “Imperial Capital · Marble Hill District”, “Walk the Processional Avenue toward the Royal Palace and the Museum Quarter.”, and a small gold-outlined badge reading “LIVING CAPITAL SLICE”. At screen center show a tiny pale circular crosshair. At the bottom center show a dark translucent instruction bar reading “WASD / arrows move · Shift run · Space jump · drag to look · wheel zoom”. Make the presentation feel like a polished architectural preview: pale marble, dark slate accents, gold player marker, monumental symmetry, soft shadows, fog, and restrained serif UI.