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Mythic Beasts

  • 3d
  • creature-catching
  • exploration
  • rpg
  • mobile
  • third-person
  • low-poly
  • egyptian-sci-fi
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. Christopher Contrades built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Mythic Beasts yet. Play it, then tell Christopher Contrades what you would add next.

Make your own game

Mythic Beasts was built by Christopher Contrades 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 Mythic Beasts 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 Mythic Beasts

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 mobile-friendly 3D third-person exploration and creature-catching game titled “Mythic Beasts.” The game takes place in a dark futuristic solar ruin at night: a broad, flat, circular island/arena with deep navy-purple ground, a surrounding dark blue ocean disk, glowing cyan concentric energy rings laid across the terrain, simple paved cross-shaped roads with pale curbs and short golden lane markings, and eight Egyptian-inspired obelisks around the perimeter. Use a dark navy sky/background with fog, cool blue ambient fill, warm golden directional light, cyan accent lighting, soft shadows, and a stylized low-poly/clean 3D look. Add a small town district with four suburban buildings and a bush on the west/northwest side, and a skyline/industrial district on the east/northeast side with low-rise commercial buildings, a skyscraper, shop, and factory. Place four animated humanoid NPCs: a town citizen, town medic near the homes, city ranger in the skyline district, and city guard near the skyline buildings. Use the supplied Egyptian futuristic male asset as the player avatar when available, with a simple teal humanoid fallback if it cannot load. Start the player near the center/southern side of the island, viewed by a trailing third-person perspective camera.

At the beginning, show a centered dark translucent modal titled “Mythic Beasts” with the text “Explore a solar ruin, discover original desert creatures, then battle and capture them.” and a gold “Begin Expedition” button. Once started, allow movement with WASD or arrow keys, sprint with Shift, jump with Space, and support a touch joystick on mobile. The player moves over the island terrain and roads; use approximately 5.3 movement speed, jump speed 8, gravity -22, and a camera distance of about 5.8. The lower screen displays a subtle control hint: “WASD / arrows move · Shift sprint · Space jump · Mobile joystick works automatically.”

Populate the central ruin with 24 visible animated wild beasts selected from a larger 71-entry monster catalog. Use colorful stylized low-poly monster assets, arranged around the arena in alternating radii, and make them gently rotate and bob. The catalog should include the named monster families/assets represented in the source game (including Wizard, Squidle, MushroomKing, Orc Skull, PinkBlob, Mushnub variants, Monkroose, blob variants, Goleling variants, Ghost variants, Glub variants, Frog, Dragon variants, Flying creatures, Dog, Dino, Chicken, demons, Bunny, Cat, Yeti, Alien, Bat, Tree, YellowDragon, Skull, Pig, Penguin, Mushroom, Panda, Deer, Crab, Cthulhu, Cyclops, Cactus, and Bee). Do not require every catalog entry to be active in the world; show “0 / 71” initially in the dex and track the 24 active beasts separately.

The top HUD is a responsive dark translucent interface with cyan borders and rounded corners. On the left show the gold uppercase brand “MYTHIC BEASTS” plus interactive DEX and BADGES buttons. On the right show counters: “Beasts 0 · HP 30 · Credits 0 · Potions 0.” Beneath it, show a quest panel. Initially say: “Explore the solar ruins · Find a wild beast and walk close to battle,” with the key objective highlighted gold. The DEX button opens a scrollable “Monster Dex” panel listing 71 numbered entries in a two-column grid; uncaptured entries are dim and captured entries gain a gold checkmark/highlight. The BADGES button opens a similar “Gym Badges” panel showing 0/3 and these three badges/trainers: Solar Badge — Captain Nefru, Skyline Badge — Ranger Suri, and Oasis Badge — Street Tamer Khepri.

When the player walks within roughly 1.8 units of a visible wild beast, automatically enter a bottom battle panel. Show the wild beast name, level 1–3, an HP bar initially at 18/18, a battle message, and three large actions: Attack, Capture, Run. Attack deals random damage of 5–9, then the beast strikes back for 3–6 damage. Capture has a base 25% chance plus up to 65% additional chance as the beast’s HP is reduced; on failure, deal 2 damage and report that the capture prism cracked, followed by the enemy turn. On success, hide the beast, add its name to the dex, increment the Beasts count, close battle, and report that it was captured. If its HP reaches zero through attacks, hide it, increment the Beasts count, and report that it was defeated. Run simply closes battle and leaves the beast roaming. The player begins with 30 HP; reaching zero ends the expedition and returns to a restart modal reading “Expedition Lost” and “Your explorer needs a recharge. Try again?”

Implement the guided quest chain in the quest panel with a glowing gold ring marker on the current target: (1) find the town medic near the homes; (2) capture or defeat one wild beast; (3) return to the medic for +100 credits, +2 potions, +50 XP, and up to +10 HP; (4) report to the city guard in the skyline district; (5) reach the city tower to finish the patrol for +250 credits, +1 potion, and +100 XP. After completion, show “City quest chain complete! Explore and find more wild beasts.”

After the quest reaches the city-guard stage, walking close to a trainer NPC automatically starts a trainer battle. Trainer battles use the same bottom panel but replace Capture with Skill. Captain Nefru’s team is Blue Demon and Goleling, reward 180 credits and Solar Badge; Ranger Suri’s team is Frog, Ghost, and PinkBlob, reward 140 credits and Skyline Badge; Street Tamer Khepri’s team is Bunny and GreenBlob, reward 100 credits and Oasis Badge. Trainer battles start with 28 HP. Attack deals 7–11 damage; Skill deals 4–8 damage; the trainer strikes back for 5–9 damage. Defeating a trainer awards their credits, +80 XP, and badge, then closes the panel and reports the reward. Do not allow trainers to be captured.

When the player has captured or defeated three wild beasts, end the current expedition with a centered modal titled “Beast Tamer” and text indicating that three beasts were defeated or captured, with a “Play Again” button that resets HP, counters, quests, badges, dex progress, and beast positions. Preserve the visual style throughout: dark translucent glass HUD panels, thin cyan borders, gold/yellow highlights, pale blue text, rounded buttons with gold/cyan/purple gradients, and an atmospheric neon-Egyptian sci-fi ruin rendered in low-poly 3D. Ensure the HUD remains readable on a narrow portrait mobile viewport as well as a wider desktop viewport.

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