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Prismwilds

  • 3d
  • action
  • exploration
  • arcade
  • low-poly
  • fantasy
  • sci-fi
0
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13 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Firdavs Fayzulloyev built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Prismwilds yet. Play it, then tell Firdavs Fayzulloyev what you would add next.

Make your own game

Prismwilds was built by Firdavs Fayzulloyev 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 Prismwilds 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 Prismwilds

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.

Rebuild "Prismwilds" as a browser-playable 3D third-person action-exploration game. Use a dark navy space-fantasy presentation with a low-poly stylized overworld. The world is a compact rectangular field made from many slightly raised, flat hexagonal tiles arranged in offset rows, colored in subtly varying deep blue and indigo tones. Surround the playable area with a few large faceted purple canyon rocks. Add scattered low-poly environmental props: large cyan/purple crystals, a small crystal, rocks, and stylized plants. Use soft shadows, a cool blue/purple ambient light, a bright pink-white directional key light, cyan rim lighting, atmospheric fog, and a deep navy background.

The camera is a smooth elevated over-the-shoulder/isometric perspective: it follows the player from behind and to the right at approximately (player x + 8, y + 12, player z + 10), looking toward the player’s ground position. Keep the full small arena visible while gently interpolating the camera as the player moves. The playable bounds are approximately x=-8.5..8.5 and z=-6.8..6.8.

The player is Nova Vale, represented by a low-poly female adventurer character model. Place her near the center of the arena, slightly above the tiles, with idle and walk animation if available. Move her with WASD or the arrow keys; normalize diagonal movement, use a movement speed around 4.4, clamp her to the arena bounds, and rotate her to face the movement direction. On touch devices provide a circular directional pad with up/left/right/down controls and a separate pulse button.

Populate the arena with seven cute hostile alien-flower plants at fixed positions around the field (roughly [-5,-2], [-3,-4], [2,-4], [5,-1], [4,3], [0,4], [-4,3]). Each enemy is a small green stem with three rounded, petal-like lobes in alternating vivid pink, magenta, and purple colors, plus a tiny dark central eye. They should gently bob and rotate in place; they do not chase or attack the player. Each has one hit point. Press and hold Space, or use the pulse attack button, to attack: at most once every 0.42 seconds, find the nearest living flower within 6 world units, instantly defeat it, briefly display a thin glowing red beam from the player to that target for about 0.16 seconds, then shrink/remove the enemy and spawn a larger glowing green crystal shard at its position. If no living enemy is within range, do nothing.

Place seven collectible floating green gems/crystals at fixed positions around the map (approximately [-6,1], [-1,-2], [3,-1], [2,5], [-5,5], [6,3], [7,-3]); make every third one a larger crystal shard and the others small glowing green octahedrons. They slowly rotate and bob. When Nova comes within about 1.2 units, automatically collect the item, hide it, show a temporary reward notification, and add +5 coins for a small green gem or +15 coins for a crystal shard. Defeating a flower also creates a crystal shard and displays the message "Alien bloom cleared · Crystal shard +1" while increasing the gem/shard counter by 1 and increasing XP by 9 up to 100. The initial state should be 128 coins, 7 gems, level 4, and 68% XP.

Build a fixed HTML HUD over the canvas in a polished rounded sci-fi/fantasy UI. In the top-left, show a translucent dark blue glass profile panel with a purple/pink circular geometric portrait, the label "WAYFINDER · LV 4", the name "Nova Vale", and a horizontal XP bar initially 68% filled with a mint-to-light-green gradient. In the top-right show glass statistic pills for coins (gold diamond symbol and 128) and gems (cyan diamond symbol and 7), followed by rounded lightning and gear icon buttons. At mid-left place a purple rounded "✦ Shop" button; at mid-right place a blue rounded "✉ Messages" button. At the top-center area, when rewards happen, show a translucent rounded notification panel with bold gold "Obtain Rewards" and a smaller status line. Shop should simply trigger a temporary notification reading "Shop is humming · more upgrades soon"; Messages should show "No new messages · the canyon is quiet"; the gear button should show "Settings: Bright mode enabled"; the lightning button should perform one pulse attack.

At the bottom center show a small pill hint reading "WASD / arrows to move · Space to pulse attack". On narrow mobile screens reposition Shop and Messages near the lower left/right above the controls, show the touch directional pad at bottom-left and the separate attack button at bottom-right, and preserve the responsive HUD. Use rounded corners, semi-transparent navy gradient panels, thin pale-blue borders, subtle shadows/blur, bright white bold typography, and cyan/purple/gold accent colors. The overall result should feel like a clean, cozy sci-fi fantasy adventure interface over a compact crystal canyon arena, with no menus or win screen required.

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