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Arcade › Mythoria
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Mythoria was built by Maria 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 Mythoria 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 third-person 3D fantasy sandbox RPG slice called “Mythoria.” The game takes place on a circular explorable island with a smooth follow camera positioned behind and above the player. Use a colorful low-poly style with soft shadows, simple geometric characters, bright emissive magic, and a clean mobile-friendly HUD. The player is a small guardian hero: a blue rounded capsule/cloak body, peach spherical head, brown staff held at the side, and a glowing pale-blue gem at the staff tip. The player moves with WASD or arrow keys, or a virtual joystick on touch devices. Allow horizontal mouse/finger dragging on the game view to rotate the camera around the player. Movement should follow the camera orientation, with the player turning to face travel direction, and constrain the player to the circular world boundary. Implement three connected realm states, each represented by the same circular play area but with different atmosphere, ground, decoration, portals, relic, and enemies. The Overworld has a bright blue sky, green grass, distant low-poly evergreen trees, standing rocks, brown sapling markers, and a central settlement tower foundation. It contains two glowing portal rings: an orange portal to the Underworld at approximately (-16, 9), and a pale-cyan portal to the Heavenly Realm at (16, 9). Its collectible is the green glowing “Sylvara Relic” at (0, -16). The Underworld has a dark maroon sky and fog, dark brown ground, black/basalt cone spires with occasional red emissive glow, and an orange portal back to the Overworld plus a cyan portal to Heaven. Its collectible is the red-orange glowing “Abyssal Core” at (-12, -13). The Heavenly Realm has a pale cyan/white sky and fog, lavender-white ground, floating-looking star stones and several low polygon sky-island platforms; it has a green portal to the Overworld and orange portal to the Underworld. Its collectible is the golden glowing “Celestial Tear” at (12, -14). Each portal should be a visibly glowing vertical torus/ring with a luminous pad and bright center crystal; walking within about 1.65 units automatically changes realms and places the player near the realm entrance. Place a large central settlement tower/foundation at the origin. Load or model a fantasy tower if available, sitting on a broad circular stone/brown foundation. The tower should gently pulse. Add a flying animated dragon guardian model far behind the central area, hovering and slowly bobbing/rotating. Use low-poly evergreen trees and rocks around the perimeter in the Overworld. The realm should also have a large faint colored circular guardian influence ring on the ground. Populate each realm with hostile corrupted creatures made from simple rounded capsule bodies and glowing white eyes. Overworld positions are approximately (-8,-8), (9,-10), and (14,2); Underworld positions are (-10,-5), (7,-8), (12,8), and (-15,6); Heaven positions are (-8,-11), (8,-4), and (13,7). Creatures pursue the player when within roughly 11 units, otherwise wander slightly. On contact they deal 10 health damage with a short invulnerability period. Underworld creatures move somewhat faster. Defeated creatures require two staff hits, disappear when cleansed, and award one realm core. Combat is activated by Space or a large purple “Attack” button at bottom right. Attacks have a short cooldown around 0.38 seconds, play a simple click/strike sound, and show a brief pale-blue staff slash arc around the player. Any enemy within about 2.4 units loses one hit point; display a small hit reaction, and when its health reaches zero mark it cleansed, hide it, award one core, and show a message. If the attack misses, show a message telling the player to get closer. Player health starts at 100 and is shown as a colored horizontal health bar in the HUD; on defeat, restore health and return the player near the central tower. Walking close to a visible glowing realm relic collects it automatically. Make each relic rotate, bob, emit light, disappear after pickup, increment the collected relic count and core count, and show a message naming it. Once all three relics have been collected, show a completion message that the three cores are united and the Citadel of Eclipse can be added next; do not add an unimplemented citadel. The HUD should be a dark translucent rounded panel in the top-left showing the green-accented current realm title, “Relics: 0/3” (updated as collected), “Cores: 0” (updated from combat and relic pickups), and “Settlement: Camp.” Include a horizontal multicolor health bar beneath it. Show a wide dark translucent rounded message panel near the bottom center with contextual realm-entry, pickup, combat, and settlement messages. On touch/mobile layouts, show a translucent circular joystick at bottom left and two large round buttons at bottom right: teal “Build” and purple “Attack.” Keyboard controls must also support E for building. Building is only possible within 3.2 units of the central tower foundation. Press E or tap Build to restore the settlement using cores: tier 1 costs 1 core and changes the settlement from Camp to Restored Camp, tier 2 costs 2 more and changes it to Village, and tier 3 costs 3 more and changes it to Mythoria Hold. Each successful tier adds a brighter colored beacon/light to the tower, changes its emissive visual color, plays a click sound, and shows a contextual message. If too far away, not enough cores, or already at tier 3, show the appropriate message. Keep the current realm, health, relic collection, core count, settlement level, enemy states, and camera behavior active during play. Use an overhead HUD and readable controls matching the supplied screenshot, with no debug overlays.