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Path of Sparks

  • 3d
  • first-person
  • action
  • dungeon
  • exploration
  • fantasy
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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. mksyml23 lukianets built it with Cinevva, so it works on a phone or a tablet too.

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Nobody has said anything about Path of Sparks yet. Play it, then tell mksyml23 lukianets what you would add next.

Make your own game

Path of Sparks was built by mksyml23 lukianets 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 Path of Sparks 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 Path of Sparks

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-playable 3D first-person action/exploration game titled "Path of Sparks". Use Three.js-style rendering with a 74-degree perspective camera, dark near-black blue background and fog, soft moonlike directional lighting, shadows, ACES-style tone mapping, and a deliberately simple modular dungeon aesthetic. The player is an unseen first-person character represented by a small glowing cyan-and-gold casting device at the lower center of the view; show a small circular crosshair in the center.

Build a large handcrafted temple dungeon on a rectangular floor roughly 84 by 72 world units. The floor is dark, rough, mottled stone. Surround it with thick stone walls about 7 units high, including an outer rectangular boundary and interior wall segments that form an entrance court, long nave, central mechanism/dais room, and three separated shrine chambers. Use blocky gray stone walls with a repeating brick texture, brown/gold trim, pillars around the outer edges and chamber areas, and thin glowing/dark-gold inlay lines crossing the floor. Put a raised central square dais at the center, with a gold-trimmed top. Add wall-mounted lit torches around the outer perimeter, using warm torch light/torch models where available. Place three gates at the temple passages: a north gate at approximately (0, 12), a west gate around (-13, -5), and an east gate around (13, 5). Gates begin closed and rise vertically when their associated shrine is claimed.

Start the player near the southern entrance at approximately (0, 1.6, 29). Provide FPS movement: WASD or arrow keys move, Shift sprints, Space jumps, and mouse/pointer controls the first-person camera. Also provide the on-screen mobile CAST button on narrow screens. The player has 100 health. When health reaches zero, immediately restore health to 100 and return the player to the entrance with a message that they fell and returned to the entrance.

The primary goal is to explore the connected temple, approach each shrine, defeat its guardian, then stand close to the shrine and press E to claim its ability. Place three glowing shrines in separate chambers: (1) Wind shrine at (-24, -12), named "Gale Step", with a cyan-blue emissive octahedral orb floating above an octagonal stone pedestal and a cyan ring around its base; its displayed ability is "Dash" and its description is "Shift bursts you forward." (2) Ember shrine at (24, 12), named "Ember Veil", with an orange-red glowing orb and matching ring; its ability is "Fire Bolt" and its description is "Q launches a burning bolt." (3) Echo shrine at (24, -12), named "Echo Sense", with a purple glowing orb and ring; its ability is "Reveal" and its description is "R reveals enemies through walls." Animate each orb rotating and bobbing gently and each ring slowly rotating. Initially all three are locked in the HUD. Claiming a shrine changes its ability pill to an unlocked gold-highlighted state and opens the corresponding west/east/north gate. If the guardian is still alive, pressing E must instead report that the shrine is sealed and the guardian must be defeated. Near an unclaimed shrine, show a prompt such as "Press E to claim [ability]"; near a live guardian, show a chamber/attack prompt.

Spawn one large demon guardian at each shrine. Use a large animated monster model, scaled substantially larger than ordinary enemies, with 8 health. Also scatter approximately ten smaller demon enemies in the dungeon at coordinates around (-30,9), (-18,10), (-7,6), (7,-6), (18,-10), (30,-7), (-30,18), (30,20), (-9,22), and (9,-22), each with 3 health. Give enemies simple AI: when the player comes within 12 units, move toward the player, face the player, and attack if within about 2.8 units. Guardians move faster and hit harder than ordinary demons. Ordinary attacks deal 6 damage and guardian attacks deal 12 damage, with attack cooldowns around 1.7 and 1.25 seconds respectively. Use idle, run, punch, hit-react, and death animations when available. A guardian or enemy is defeated after its health reaches zero, becomes invisible, and no longer attacks; defeating a guardian displays "Guardian defeated — claim the shrine ability." Maintain a counter in the HUD showing how many of the three guardians remain.

Give the player a basic ranged spell attack on left mouse click, F, or Space. Fire a small bright cyan projectile from the camera toward the center crosshair, traveling quickly forward up to roughly 34 units. It should damage the nearest actor along the ray if within a modest hit radius, with a brief casting animation from the lower-screen glowing device, a 400 ms attack cooldown, and messages such as "Guardian hit: X/8", "Enemy hit", or "The spell cracks against the stone". Q is also an attack input once Ember Veil has been unlocked, representing the Fire Bolt ability; R activates Echo Sense after Echo Sense is unlocked for six seconds and makes enemies visible through walls during that period. Preserve the displayed ability names and unlock state even if the basic casting behavior is shared.

Create a fixed translucent dark HUD overlay. In the upper left show a rounded glassy panel with the gold uppercase title "PATH OF SPARKS", instructional text: "Enter the temple, open its mechanisms, defeat the shrine guardians, and steal their abilities.", a red-to-orange health bar, text "Health 100 / 100" updated live, three pill-shaped ability labels (Dash, Fire Bolt, Reveal) that turn gold when unlocked, and a status line such as "3 guardians remain". In the upper right show the controls text: "WASD move · Shift sprint · Space jump · Click / F attack" on one line and "E interact · Q fire bolt · R reveal" below it. Put a subtle glowing circular crosshair at screen center. At the bottom center, show temporary rounded dark notification prompts that fade after about two seconds, including shrine interaction, damage, unlock, and defeat messages. On mobile-sized screens, hide the controls legend and show a circular dark-blue CAST button at lower right; compress the upper-left panel.

Keep the visual style grounded in what is shown: an austere, low-poly/modular fantasy temple viewed from first person, with dark charcoal stone, muted brown-gold architectural trim, warm torch accents, cool moonlight, and vividly emissive cyan, orange, and purple shrine crystals. Do not add inventories, quests, score, firearms, ranged enemy projectiles, multiplayer, or additional levels; the game loop is temple traversal, melee-range enemy pursuit, ray-based spark casting, three guardian fights, and shrine ability unlocking.

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