Arcade › Mystic Soul
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Mystic Soul was built by Gungun 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 Mystic Soul 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 playable 3D third-person fantasy action-RPG prototype titled “Mystic Soul: The Awakening,” with a dark enchanted-forest awakening theme and a polished blue-violet fantasy UI. Opening screen: show the game world dimly behind a centered translucent near-black rounded panel with a thin cyan border and soft glow. Use a deep navy background/radial vignette. The panel says “CREATED BY HARLES” in small cyan spaced uppercase text, “MYSTIC SOUL” in very large white glowing text, “THE AWAKENING,” and the description: “A young mage awakens beneath an ancient crystal. Learn Fireball and survive the first monster.” Include three stacked blue-gradient rounded buttons: “New Game,” “Continue,” and “Settings,” plus the small footer “Prototype slice — enchanted forest awakening.” New Game reloads/resets the scene, Continue starts the playable section, and Settings displays a temporary message that settings are coming in the next chapter. Once started, render a real-time 3D scene from an over-the-shoulder/third-person camera following the player, with mouse look and camera distance around six units. The environment is a circular mossy dark-green forest clearing with fog fading into a deep navy sky/background. Lay a straight brown ancient forest path through the clearing. Scatter many small irregular moss-colored rocks around the clearing. Arrange stylized low-poly trees around the perimeter, with an ancient tower on the left/back side, a rustic house on the right/back side, and a village market structure and farmer/villager NPC farther right. Place a large glowing translucent blue crystal ahead of the starting point as the focal objective. Use soft blue ambient lighting, warm directional sunlight, shadows, and a blue point/rim light near the crystal; keep the overall look low-poly, atmospheric, and game-like. The player is Harles, a young adventurer/mage represented by a stylized humanoid character in third person. Start the character near the front of the path, facing toward the crystal, and attach a visible wooden magic staff to the character’s hand/side with a bright orange-red glowing orb at its top. Support WASD movement, Shift running, Space jumping, and mouse look. Show the controls hint: “WASD move · Shift run · Space jump · Mouse look · 1 Staff Fireball · 2 Flame Strike.” The initial quest is “Approach the blue crystal.” Spawn one large stylized flying/fantasy monster between the player and crystal, at roughly the back of the path. The monster idles until the game starts, then if the player comes within about 16 units it moves toward the player at a slow speed; if within about 3.4 units it damages the player continuously. The player has 100/100 health, 100/100 mana, level 1, and 0/100 XP. Mana regenerates at about 9 per second. If health reaches zero, stop/mark the run defeated, change the quest to “You fell in the awakening. Press New Game.” and show a defeat toast. Implement two spells available from the bottom-center HUD and keyboard shortcuts. “Staff Fireball” is key 1, costs 20 mana, has a 1.2-second cooldown, creates a bright orange-red glowing spherical projectile from the staff/player toward the camera-facing direction, and moves it quickly forward. If it reaches the monster, deal 25 damage; remove it when it hits or after roughly 2.2 seconds. “Flame Strike” is key 2, costs 35 mana, has a 3-second cooldown, creates a bright orange-red expanding/visible ring on the ground around the player for a short duration (about 650 ms), and deals 35 damage to the monster if it is within about 4 units. Disable/dim each spell button while its cooldown is active or mana is insufficient. Display temporary centered toast notifications such as “Wake up, Harles. The crystal is calling.”, “Staff magic: Fireball!”, “Flame Strike!”, “Monster hit for 25,” and “Monster hit for 35.” The monster has 100/100 health. On death, remove it after a short delay, award 100 XP, change the main quest to “Mission complete — the crystal chose you.”, show “Victory! First monster defeated. +100 XP,” and prevent further spell casting/enemy behavior. The monster should briefly flash or visibly react when hit. The player’s attacks and movement should use simple humanoid idle/walk/run/jump/attack animation states where available; the villager can use a looping waving animation and the monster a flying-idle animation. HUD while playing: top-left, a compact stack of three labeled horizontal bars in a dark translucent frame: HEALTH with pink/red fill and “100 / 100,” MANA with blue-to-purple fill and “100 / 100,” and LEVEL 1 with green fill and “0 / 100 XP.” Update values live and use the level label dynamically. Top-right, show a dark translucent rounded “MAIN QUEST” card with gold heading and the current quest text. Bottom-center, show two compact blue-gradient rounded spell buttons labeled with key badges “1” and “2,” “Staff Fireball”/“Flame Strike,” and small mana costs “20 mana”/“35 mana.” Put the controls hint just above these buttons. Use responsive positioning so on narrow screens the quest card shifts lower and spell buttons become smaller. Add centered dark translucent cyan-bordered toast messages that fade in and out. Use a cohesive visual style: low-poly Quaternius-like fantasy assets or equivalent stylized models, deep navy fog and background, cool cyan crystal and UI highlights contrasted with warm orange fire magic and warm sunlight. Keep the scope as this single awakening slice: one forest/village clearing, one crystal objective, one villager, one monster, two spells, basic health/mana/XP, and victory/defeat states.