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Qaytish Soyasi

  • 3d
  • third-person
  • action-adventure
  • story
  • fantasy
  • night
  • combat
  • loop
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. Humoyunmirzo built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Qaytish Soyasi was built by Humoyunmirzo 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 Qaytish Soyasi 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 Qaytish Soyasi

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 third-person action-adventure game titled “Qaytish Soyasi” (Uzbek for “Shadow of Return”), with all interface text in Uzbek. Set it at night in a stylized fantasy-town square: a very dark navy sky with subtle stars and fog, moonlit blue-violet lighting, warm orange and violet point lights, and a large open checkerboard stone/tile plaza extending into the distance. Use a fixed over-the-shoulder/third-person camera that follows the player, with mouse camera control and a perspective view. The plaza should be populated with low-poly fantasy-town props: several evergreen trees around the edges, wooden market stalls/benches at the sides, and slender lantern posts. Give the scene soft shadows, a slightly cinematic purple-blue color grade, and a dark atmospheric background.

The player character is Subaru, represented by a low-poly fantasy RPG warrior model, starting near the front/center of the square at a checkpoint. He can move with WASD or arrow keys, jump with Space, and use the mouse to control the camera. Also provide large touch-friendly HUD buttons at bottom right: “Gaplashish” (Talk), “Hujum” (Attack), and “Qochish” (Dodge). Keyboard shortcuts should be E for talk, F for attack, and Shift for dodge. Movement should feel like a standard third-person controller with walking, jumping, gravity, collision against the ground, and a follow camera.

Place Emilia, a low-poly cleric character, a short distance ahead of Subaru, with a glowing pale-purple circular marker on the ground beneath/around her. Place Pack, a small cat-like monster companion, beside Emilia. Spawn five low-poly rogue/thug enemies (“bezorilar”) around the plaza, approximately at left/right and deeper positions. They have 3 hit points each, move toward Subaru when within roughly seven meters, and attack when close, dealing 10 HP about once per second. Subaru starts with 100 HP. The attack action targets the nearest living thug only when within about four meters: each press deals 1 damage, but a combo counter increases up to 3 and the third combo level deals 2 damage. Defeated enemies disappear. The dodge action grants a brief roughly 650 ms invulnerability window and temporarily displays a dodge-related quest message. There is no inventory or ranged combat.

Build the game as a short story loop. At the beginning, the HUD quest panel says “Vazifa: Emilia bilan gaplashing.” and explains the main route: talk to Emilia, clear the square, then wait for dawn. The top-left title panel reads “QAYTISH SOYASI”; the top-right stats panel displays “Jon: 100”, “Tsikl: 1”, and “Kombo: 0”. When Subaru is close enough to Emilia and Talk is pressed, show a full-width bottom dialogue overlay with a dark translucent gradient and a purple-accented dialogue box. Display these exact story conversations, advancing with a “Keyingi” button:
1) Emilia: “Bu tun juda sovuq... Subaru, men shahar chetida g‘alati shovqin eshitdim.”
Subaru: “Men sizni himoya qilaman. Bu safar hech kimni yo‘qotmayman.”
Pack: “Miyov. Ularning soni ko‘p, lekin Subaru bu safar nimanidir eslayotganga o‘xshaydi.”
After it, change the quest to “Vazifa: maydondagi barcha bezorilarni yengib chiqing.”
2) Once all five thugs are defeated, allow talking to Emilia again and show:
Emilia: “Bezorilar yo‘lni to‘sib qo‘yishdi. Ularni yengsak, maydon xavfsiz bo‘ladi.”
Subaru: “Men ularni to‘xtataman. Agar yiqilsam ham, yana qaytaman.”
Then change the quest to “Vazifa: Emilia bilan yana gaplashing.”
3) After the next talk, show:
Emilia: “Hammasi tugadimi? Sen yana jarohat olding...”
Subaru: “Bu safar men javobni oldindan bilardim. Bu xotira meni qutqardi.”
Emilia: “Unda tong otguncha birga qolaylik.”
Then end the game.

If Subaru’s HP reaches zero, show a centered dark death overlay with the pink heading “O‘LIM ORQALI QAYTISH” and the message “Qorong‘ulik vaqtni orqaga tortdi. Faqat Subaru hammasini eslaydi.” After a short delay, restore Subaru to the starting checkpoint with 100 HP, reset all enemies to 3 HP and their original locations, reset the story to the initial talk objective, increase the cycle counter to 2 (and increase it on each subsequent death), and reset the combo. The thematic idea is that only Subaru remembers previous loops. Finish the successful story with a centered overlay titled “TUN OMON QOLINDI” in pale green and message “Emilia tirik. Shahar tongni ko‘rdi. Subaru esa bu safar taqdirni o‘zgartirdi.” Include a “Qayta o‘ynash” button that reloads/restarts the game.

Use a dark translucent glass-panel HUD with thin lavender borders, rounded corners, purple glow, serif typography, and high-contrast pale text. At the top left show the title and below it the quest panel with a lavender left border and a smaller objective line. At bottom center show the hint “WASD / strelkalar — yurish · Sichqoncha — kamera · Bo‘sh joy — sakrash”. Keep the gameplay canvas full-screen and responsive; on small screens move the hint above the action buttons and keep buttons usable. Ensure dialogue disables combat while open, the end/death states disable gameplay, and talking when too far from Emilia produces a quest instruction to approach her. Ground, props, characters, and enemies should cast/receive soft shadows and remain visibly readable through the blue-purple night lighting.

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