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Arcade › Arcane Skies
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Thanawat Singkilwit built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Arcane Skies yet. Play it, then tell Thanawat Singkilwit what you would add next.
Arcane Skies was built by Thanawat Singkilwit 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 Arcane Skies 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 browser-based 3D arcade survival shooter titled “Arcane Skies: Wizard Duel.” Use Three.js-style real-time 3D rendering with a perspective camera following a flying wizard avatar in a dark magical sky arena. The world is a deep purple-black void with fog, hundreds of small pale enchanted motes/stars, glowing purple rune circles far down the flight path, a sandy ancient temple floor/ruin element in the distance, and several large floating crystals. The camera starts behind and slightly above the player, looking forward into the arena; smoothly follow the player’s horizontal and vertical movement while keeping the player near the lower/central portion of the screen. The player is a stylized low-poly animated wizard character, tinted/illuminated by warm and purple magical lighting, flying in the center foreground. Constrain movement to a rectangular 3D flight area: left/right across roughly -9 to 9 and up/down across roughly -5.5 to 5.5. Support keyboard WASD and arrow keys: left/right move horizontally, up/down move vertically. Tilt the wizard subtly while moving (bank around the Z axis for horizontal movement and pitch around the X axis for vertical movement), smoothly returning toward level when input stops. On touch-sized screens, display a bottom-left directional pad with up, left, down, and right buttons, plus a prominent bottom-right CAST button. Spawn a continuous stream of hazards and enemies from the far end of the arena, moving toward the camera/player along the Z axis. Floating enchanted meteors are a mixture of irregular brown-gray space rocks and small crystals, with random scale, rotation, speed, and positions across the play area. Flying enemies are animated low-poly magical creatures: flying demons and larger ancient dragons, with dragons less common than demons. They drift forward while gently oscillating side to side and vertically. Give demons and dragons distinct silhouettes and use warm/pink magical lighting and particle effects on destruction. Maintain an initial scene population of about seven meteors and three enemies, then spawn more approximately every second; the spawn interval gradually gets shorter as the wave number increases. The core attack is an unlimited homing spell/missile. Press Space on the keyboard or CAST on touch to select the nearest enemy to the wizard and launch a glowing projectile from the wizard. Randomly choose one of three visible spell appearances: an orange fireball, a cyan frost orb, or a pink-purple void rune. Each projectile should be a glowing sphere with a bright emissive core and a torus-like halo, home toward its selected target, travel quickly, and expire after about five seconds if it does not hit. On impact, destroy the enemy and emit a short burst of about twelve colored particles. Award 100 score for a flying demon and 180 for a dragon. Do not require ammunition; show the spell count as infinity. Implement collision and survival rules: meteor contact damages the wizard by 18 hull points, direct enemy contact damages by 25, and an enemy that passes the player and exits the screen damages by 8. Remove collided or passed objects. The player begins with 100 hull/health. When hull reaches zero, stop gameplay and show a centered translucent game-over overlay stating that the spell has shattered, explaining that the flying demons and magical dragons won, with a restart button that resets hull, score, wave, player position, and all active objects. Increase the wave/chapter counter every 18 seconds; it affects the spawn cadence but does not otherwise add a separate boss or level transition. Use a polished minimal HUD layered over the canvas. At the top, place two rounded translucent dark-purple panels with thin lavender borders: on the left show “ARCANE SKIES · WIZARD DUEL” and a second line for chapter/wave and reputation/score; on the right show wizard health as a percentage and “Spells ∞.” The source interface uses Thai text for these labels and the game-over message, so preserve the same compact bilingual/Thai-styled presentation if possible, but keep the numeric values clearly readable. On desktop show a bottom-center hint such as “WASD / arrows to move · Space to cast homing spell”; hide that hint on mobile. Use rounded panels, white text, lavender/pale-blue secondary text, purple accent colors, subtle text shadows, and a dark violet sci-fi/fantasy UI aesthetic. Enable shadows, fog, emissive materials, warm directional light, lavender hemisphere light, and a purple point/rim light. Keep the presentation low-poly, atmospheric, and readable rather than photorealistic.