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Moonveil

  • 3d
  • first-person
  • dark-fantasy
  • magic-combat
  • gothic
  • action
  • browser-game
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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. Nanook Galavís Sanz built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Moonveil yet. Play it, then tell Nanook Galavís Sanz what you would add next.

Make your own game

Moonveil was built by Nanook Galavís Sanz 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 Moonveil 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 Moonveil

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.

Rebuild “Moonveil: Ruin of Asterra · Chapter I” as a playable browser 3D first-person dark-fantasy slice. Use a Three.js-style perspective camera with a 72-degree field of view, dark navy background, exponential fog, soft shadows, ACES-like cinematic tone mapping, and a strongly purple/blue moonlit palette. The player is an invisible first-person Aether Wielder represented only by a hidden collision/lighting proxy; start them near the front of a long haunted courtyard at approximately (0, 1.15, 8), facing down the path toward z negative. Provide FPS movement with WASD or arrow keys, mouse look, Space to jump, and casting by clicking or pressing E. Clicking the “ENTER THE RUINS” start button begins play and hides the intro overlay, requests pointer lock, and shows a brief message: “The ruins remember your name.”

Build the environment as a simple ruined courtyard: a large dark desaturated blue-gray ground plane, a contrasting muted purple-gray rectangular stone path running toward the far end, low blocky ruined wall segments lining both sides, several broken square pillars, scattered rocks, and clusters of stylized low-poly fantasy trees around the left and right edges and near the background. At the far end, place a large fantasy stone door/gate asset or a visibly sealed moon gate around z=-29, with cyan-blue light illuminating it. Add two glowing purple circular rune rings on the gate approach/back wall, and use purple and cyan point lights plus a cool directional moonlight to create luminous gothic edges. Keep the geometry intentionally stylized and sparse: dark rectangular ruin pieces, faceted rocks, low-poly trees, glowing rune rings, fog, and a deep blue-black sky/background.

Place exactly three hostile floating wraiths along the route: two ordinary wraiths around (-3,-11) and (3,-17), and a larger Gate Guardian around (0,-23), all hovering roughly 1.1 units above the floor. Each should be a faceted glowing core surrounded by three thin, independently tilted purple emissive torus rings. Ordinary wraith cores are dark violet with purple emission and have 2 hit points; the Gate Guardian is a larger crimson/dark-red glowing core with red-violet emission and 3 hit points. Animate their rotation and gentle vertical bobbing. If a wraith comes within about 2.2 units of the player, periodically damage vitality: ordinary enemies deal 4 damage and the guardian deals 8 damage. Show a toast such as “The wraiths tear at your aether”; at zero vitality show “You fall beneath the moon gate” and restart after a short delay.

The core combat is aether magic. On cast, if the game has started, the player is not complete, and they have aether available, spend one charge and launch a bright lavender/pink glowing bolt from the camera forward direction. The bolt travels quickly in a straight line, leaves a burst of small pale-purple spark particles at launch, lasts about 1.5 seconds, and damages the first wraith it comes within roughly 1 unit of. Spawn a larger cyan-white/purple spark burst on impact. Ordinary wraiths die after two hits and the guardian after three; hide defeated enemies and show “Wraith banished” or “The gate guardian dissolves.” Aether regenerates slowly up to a maximum of 3 charges, so the HUD should show fractional regeneration internally but display the current charge count as a whole number. When all three enemies are defeated, mark the chapter complete, change the objective to “The moon gate is cleansed. The path beyond Asterra awaits.” and show “Chapter I complete — the gate opens.” Do not add extra weapons, enemies, inventory, or mechanics.

Create a fixed HUD over the 3D view. At top left, use a translucent dark-purple rounded panel with a thin lavender border and glow, displaying “MOONVEIL” in spaced uppercase lettering and “Ruin of Asterra · Chapter I.” At top right, show another matching panel with “VITALITY 100 / 100,” a horizontal vitality bar filled with a pink-to-pale-peach gradient, and “Aether: 3 charges · Enemies: 3.” Update vitality, aether, and remaining enemy count live. Put a small white/lavender circular crosshair with a central dot at screen center. At bottom left, show a translucent panel labeled “OBJECTIVE” and initially “Reach the moon gate and cleanse the three wraiths.” At bottom right, show the instructional text “WASD / arrows to move · Mouse to look” and “Click to cast aether bolt · Space to jump.” Use an elegant serif/Gothic-like type treatment, subtle purple glow, rounded borders, translucent glass panels, and dark navy-to-violet gradients.

Before play, cover the whole screen with a dark radial-gradient intro overlay. Center a large rounded translucent card with a thin glowing lavender border and shadow. Display the title “MOONVEIL,” followed by exactly this description: “A playable dark-fantasy first-person slice. Cross the haunted courtyard, find the sealed gate, and burn away the wraiths with aether magic.” Include pill tags “First-person,” “Magic combat,” and “Gothic ruins,” and a prominent glowing magenta-purple button labeled “ENTER THE RUINS.” Keep the overall visual mood atmospheric, gothic, mystical, and restrained: black-blue ruins, violet magical light, cyan gate illumination, fog, and soft bloom-like emissive accents. Make the layout responsive so the HUD and intro card remain usable on narrow screens.

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