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Mini RPG

  • 3d
  • rpg
  • top-down
  • action
  • low-poly
  • combat
0
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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. ko zin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Mini RPG yet. Play it, then tell ko zin what you would add next.

Make your own game

Mini RPG was built by ko zin 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 Mini RPG 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 Mini RPG

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 low-poly 3D top-down mini RPG titled “Mini RPG” using Three.js or an equivalent 3D engine. The camera should be a perspective camera following the player from above and slightly behind, looking down at the player (roughly camera height 10.5, offset 8.5 behind the player), with soft shadows, hemisphere plus directional sunlight, fog, and a sky-colored background. The world is a square 16-by-16 arena with a flat green floor in the first room, thick brown raised walls/borders along the north and south edges, and open left and right edges that act as room exits. Keep the visual style simple, colorful, and geometric: untextured low-poly primitives with blocky bodies, spherical heads/tops, visible shadows, and no detailed scenery.

The player hero starts in room 1 at the left side of the arena (x -5.5, z 0), with 100 HP and two potions. Represent the hero as a blue 1-by-1 block body with a small peach sphere head above it and a short light-metal sword attached on the right side. Move the hero freely on the arena floor with WASD or the arrow keys; normalize diagonal movement and limit vertical movement inside the north/south borders. Track the last movement direction and rotate the hero to face that direction. Crossing the right edge advances to the next room, places the player near that room’s left edge, resets the enemy to 50 HP, and respawns it; crossing the left edge moves to the previous room but never below room 1, placing the player near the right edge and likewise respawning the enemy. Clear any active projectiles during room changes.

Place a chasing red enemy at the opposite side of the starting room (x 5.5, z 0). Model it as a red cube body with a pale red/pink spherical top. Each room has one enemy with 50 HP and speed 2; while alive it continuously moves toward the player, stays within the arena’s vertical and horizontal bounds, and deals 8 contact damage when within 1.2 units, with a 0.5-second player damage cooldown. Flash the enemy briefly when hit and flash the player when damaged. The enemy has no attacks besides contact damage. A close-range sword attack is activated by Space (or a mobile SWORD button), has a 0.32-second cooldown, reaches enemies within 1.55 units, and deals 8 damage. Show a brief bright yellow crescent/torus slash effect and animate the sword during the attack. When enemy HP reaches zero, hide the enemy and display the centered message “ENEMY DEAD!”.

Add a green friendly NPC near the upper-middle portion of the first room at x 0, z -2.6. Build it from a green capsule-like body, a pale spherical head, and a small glowing yellow orb that gently bobs and rotates. When the player is within 1.7 units, automatically show a dialogue panel saying “Hello adventurer! Press E to talk.” The player can press E or a mobile TALK button while close to show room-specific dialogue in this exact form: “Hello adventurer! You are now in room [current room]. Potions left: [count].” Hide the dialogue when the player moves away or after a room change. The NPC is not an enemy and does not move.

Add fireball casting with F or a mobile FIREBALL button. Fireballs travel in the player’s last movement direction (defaulting to right if no direction has been recorded), move at speed 8, last 1.6 seconds, and are removed when they leave the arena. Represent each as a glowing orange/yellow spherical projectile. Casting has a 0.5-second cooldown; a fireball that hits the enemy within 0.9 units deals 10 damage and disappears. Add potion use with Q or a mobile POTION button: if potions remain and HP is below 100, consume one and restore 30 HP, capped at 100, with a brief green flash on the player’s head. Do nothing if HP is already full or there are no potions.

Use a compact fixed HUD overlay at the top-left showing “HP: [value]”, “Enemy HP: [value]”, “Room: [number]”, and “Potion: [count]” in a translucent dark rounded panel. At the top-right show a controls hint: “Move: WASD / Arrow Keys”, “Sword: Space   Fireball: F”, and “Talk: E   Potion: Q”. Show centered translucent messages for “ENEMY DEAD!” and, on player death, “YOU DIED!”. If player HP reaches zero, stop normal gameplay, show a “Play Again” button near the bottom center, and reset the run when clicked: room 1, player at the starting position, 100 HP, two potions, enemy alive with 50 HP, and no projectiles. Support touch devices with a translucent four-direction D-pad at bottom-left and vertically stacked SWORD, FIREBALL, TALK, and POTION buttons at bottom-right. Keep the game responsive to window resizing.

Cycle the room’s appearance by room number through these four floor/background/accent themes: room 1 green floor with pale blue fog/background and blue markers; room 2 tan floor with beige fog and orange accents; room 3 purple floor with lavender fog and purple accents; room 4 blue-gray floor with light cyan fog and cyan accents, repeating for later rooms. Add several small raised six-sided marker cylinders scattered around the arena floor, recolored to the current room accent. Preserve the simple top-down room-to-room combat loop, the exact visible HUD and controls, the chasing enemy, NPC dialogue, potion healing, sword/fireball combat, death/restart state, and low-poly lighting/shadow presentation.

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