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Arcade › Power Hunt
Click the game above and it runs right here in your browser. No download, no installer, no account needed. James Richardson built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Power Hunt yet. Play it, then tell James Richardson what you would add next.
Power Hunt was built by James Richardson 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 Power Hunt 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 action-adventure game titled "Power Hunt". Use a close trailing camera looking down at a blocky humanoid hero in a low-poly, stylized overworld. The scene should have a pale blue sky with light fog/clouds, strong directional sunlight and soft shadows, and procedurally generated rolling terrain made of colored polygonal ground meshes. Stream deterministic square terrain chunks around the player as they move so the world feels infinite; populate chunks with low-poly trees, large faceted rocks, occasional small blue water patches, and occasional three-pillar stone ruins. Keep the five objective relic sites near the original central valley, with a ruin/lair at approximately the opposite side of the valley from the player’s starting location. At startup show a full-screen dark translucent "Hero Builder" menu and pause gameplay. Let the player choose one of three classes: Scout (speed +1.2, max HP -10, stronger dash), Guardian (max HP +30, regeneration +1.2, speed -0.5, weaker/slower dash), or Striker (damage +8, reach +0.9, shorter dash cooldown). Let them choose one of four wear styles—Street, Hoodie, Armor, Explorer—which change the blocky avatar’s visible clothing pieces (simple shirt/pants, hoodie shell, chest/shoulder armor, or explorer jacket/flaps). Let them independently choose shirt, pants, and accent-glow colors from the visible swatches: shirt blue/green/purple/rust/white; pants navy/forest/brown/deep purple/gray; accent cyan/lime/pink/gold/coral. Include a Start Adventure button. The builder can be reopened during play with a Hero + Outfit HUD button or C, and the game remains paused while it is open. The player is a stylized block-built humanoid with a colored shirt, pants, skin-colored head/arms, hair, a glowing visor/aura accent, and a circular ground shadow. Animate arms and legs while moving. Begin in the overworld with base stats of 100 HP, speed 8, melee damage 25, reach 4, and regeneration 0, modified by the selected class. Movement is camera-relative using WASD or arrow keys; Space jumps with gravity and terrain-aware ground height; Shift dashes in the movement direction on cooldown; F attacks. Attacks display a bright expanding torus/ring around the hero, damage nearby enemies within the hero’s reach plus attack area, and can also destroy nearby boss missiles. Rotate the camera by dragging on the world, using Q/E, or a mobile camera button. Use a close third-person camera that follows behind and above the hero and smoothly tracks movement/rotation. Place five floating, glowing faceted relic orbs with colored halo rings and point lights at fixed valley sites: Surge Boots (cyan, grants +2 speed), Titan Core (gold, grants +28 max HP), Volt Gauntlet (purple, grants +10 damage), Warp Shard (green, grants +1.5 reach), and Aegis Halo (pink, grants +2.5 regeneration). Relics bob and rotate. The player automatically collects a ground relic when close, hides it, applies its permanent stat bonus for the run, and restores 16 HP. The HUD must show the game title, selected hero and wear, current HP/max HP, villain or boss HP, speed/damage/reach/regen, loaded world chunk count, powers collected out of five, names owned, names stolen, and a contextual objective/message. Add an NPC super villain: a larger blocky red/black armored humanoid with a glowing accent, initially at the ruin/lair. The villain has 150 HP, speed 6.1, attack damage 14, attack range 4.4, and automatically travels toward the nearest ground relic; each carried relic increases its movement speed by 7%. It automatically steals a relic on approach, hiding the relic and showing a prominent message such as "Villain stole Warp Shard! Hunt him down!". The player can melee attack and defeat the villain. The villain attacks the player at close range with a visible expanding attack ring. On defeat, the villain disappears and respawns at the ruins after about three seconds; any relics it carried are immediately recovered by the player and their bonuses applied. The player loses HP from villain attacks and can be defeated; on loss show a restart instruction. Once the player owns all five relics, show a transition message and after a short delay teleport to a separate boss arena. Hide the streaming overworld and display a circular low-poly arena platform with a raised rim and evenly spaced perimeter rocks. Restore some player HP on arrival. The final boss is the villain inside a large missile-firing mech: a metallic gray cylindrical body, dark cockpit, glowing orange core, side cannons, and four legs. Give the mech 460 HP. It moves around the arena while facing the player and periodically launches homing glowing orange missiles toward the player. Missiles have limited lifetime and deal 17 damage on contact; keep moving, jumping, and circling to evade them. Player melee attacks damage the mech for player damage plus 8 and can clear missiles within attack range. When mech HP reaches zero, hide/deactivate it, mark the game won, and show a victory message instructing the player to press R to play again. Provide responsive on-screen mobile controls: a four-direction movement pad, Jump, Dash, Hit, and Cam buttons, with translucent rounded dark/blue controls and distinct colors for jump, dash, and attack. On desktop show a small hint that WASD/arrows move, drag rotates the camera, Space jumps, F attacks, and Shift dashes. R restarts after loss or victory. Use a dark translucent rounded HUD panel with light text and pale blue title accents, centered temporary event messages, and an overall visual style of colorful low-poly geometry, glowing relics, faceted rocks, simple block characters, fog, and soft shadows. Do not add unrelated weapons, inventory systems, multiplayer, or features beyond this relic race, villain recovery loop, and final missile-mech fight.