Arcade › Princess Adventure
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Momore Olofin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Princess Adventure yet. Play it, then tell Momore Olofin what you would add next.
Princess Adventure was built by Momore Olofin 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 Princess Adventure 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 browser-based 3D third-person action adventure called “Princess Adventure.” Use a colorful storybook/fairytale presentation titled “A storybook journey across Moonpetal Kingdom,” with a soft blue sky, light fog, bright sunlight, pastel scenery, glowing collectibles, and rounded dark-purple translucent UI panels. Use a third-person camera following the player at about 6 units distance. The player is a stylized animated kimono princess character in a royal-blue outfit with rose hair, starting in the Village at world position approximately (0, 0, 10), facing into the world. Include idle, walk/run, jump, and sword-slash animations. Movement should use WASD or arrow keys, with Space to jump and Shift to sprint; left mouse click performs a short-range sword attack. The HUD should remain over the game: show the title “Princess Adventure” at upper left, and upper-right pill-shaped counters for current area, heart/HP, crystals, and coins. Show the controls hint at bottom left: “WASD / arrows move · Space jump · Shift sprint · Mouse attack · I inventory · M map · Q quests · Esc pause.” Build one connected overworld with a large green ground plane, a tan north/south path, a blue river on the right crossed by a wooden bridge, floating/outlined colored zone circles, world-space labels, flowers, rocks, and stylized low-poly scenery. Arrange the progression areas as: Village near the start, Forest to the northwest, Cave farther northwest, Mountain farther south, Enemy Camp to the southeast, and Castle to the north/east. Add a “Moonpetal Kingdom” sign near the Village. Make the Castle entrance visually recognizable with a purple gate/wall and two pink cylindrical towers. Make the Mountain a large low-poly cone and the Cave entrance a dark semicircular/arched mouth. Populate the forest with trees, rocks, and glowing pink/yellow flowers. Place two friendly NPCs: Luna near the Village and Mira near the river/eastern side. When the player gets close and interacts as appropriate, display a bottom-center dialogue card. Luna says: “The Moonpetal crystal is hidden beyond the forest. Follow the glowing path!” Mira says: “The final boss guards the castle. Gather crystals and keep moving!” Also show temporary companion/enemy dialogue for discoveries, pickups, damage, and victories. Place these collectibles, each slowly rotating and bobbing, that disappear when collected: three glowing crystals (one near the Village/Forest route, one in the Forest/Cave route, and one near the Mountain), a golden key near the Cave, and treasure chests/tokens near the Enemy Camp and Castle approach. Collecting a crystal increments the crystal counter. Collecting the key adds “Castle Key” to inventory. Collecting treasure adds 25 coins and “Treasure Token” to inventory. Defeated regular enemies give 12 coins, while the boss gives 60 coins. Add three hostile demons: two “Demon Scout” enemies around the Enemy Camp and one larger “Mountain Boss” near the Mountain. Use low-poly animated demon models. They should remain idle until the player comes within roughly 13 units, then chase the player. Scouts move slowly and deal 7 HP on contact; the boss is larger, has 120 HP, moves faster, and deals 12 HP. The player begins with 100 HP. A mouse sword attack has a cooldown of roughly half a second and damages enemies within about 3.2 units for 28 damage. Defeated enemies vanish; defeating the boss grants the “Demon Down” achievement and a companion message that the castle path is open. When HP reaches zero, restore the player to the Village checkpoint, reset HP to 100, and subtract 10 coins. Show enemy hit feedback through dialogue and update the heart counter. Track current area by proximity to the colored zone circles. On entering a new area, update the area HUD, unlock it, mark its exploration quest complete, and show “New area discovered: [area]!” Persist progress in browser local storage: coins, crystals, HP, current area, unlocked areas, quest flags, achievements, inventory, character, hair, and outfit. Start with 0 coins, 0 crystals, 100 HP, unlocked Village only, inventory containing “Moonpetal Charm,” character “Kimono Princess,” hair “Rose,” outfit “Royal Blue,” and only the Village quest complete. Autosave whenever HUD/progress changes. On startup, show a centered full-screen pause/menu overlay over the game with a dark purple gradient, translucent rounded panel, large elegant serif title “Princess Adventure,” subtitle “A storybook journey across Moonpetal Kingdom,” and large stacked rounded gradient buttons with gold-to-pink coloring and dark text: Play, Continue, Character, Customize, Inventory, Map, Quests, Achievements, and Settings. Play/Continue hide the menu and start/resume the third-person game. Esc pauses and reopens it. Character opens a panel showing “Kimono Princess — Balanced traveler” and a locked “Casual Princess — Unlocked after 3 crystals.” Customize shows Hair and Outfit controls; allow toggling hair between Rose and Azure and outfit between Royal Blue and Moonlight. Inventory shows all collected item names. Map shows the route “Village → Forest → Cave → Mountain → Enemy Camp → Castle” and the currently unlocked areas. Quests shows village, forest, cave, mountain, camp, and castle statuses with complete/explore indicators. Achievements initially says the player must defeat a boss, then lists “Demon Down” after the boss is defeated. Settings states that autosave is on and progress is stored in this browser, and provides Reset Save. Support keyboard shortcuts I for Inventory, M for Map, Q for Quests, Escape to pause/close panels, and Space for jump. Use responsive HTML/CSS UI with elegant Marcellus-style headings, rounded Nunito-style controls, dark violet/pink/gold palette, and a polished pastel low-poly 3D fairytale aesthetic.