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Questbound Academy

  • 3d
  • action-rpg
  • third-person
  • quest
  • fighting
  • low-poly
  • school
  • browser
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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. Habibul fathir Al Mabruri built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Questbound Academy yet. Play it, then tell Habibul fathir Al Mabruri what you would add next.

Make your own game

Questbound Academy was built by Habibul fathir Al Mabruri 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 Questbound Academy 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 Questbound Academy

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-based 3D third-person action RPG called "Questbound Academy". Use a low-poly, blocky character style with soft shadows, colorful stylized materials, and a dark blue/purple cinematic atmosphere. The camera should follow the player from behind at a moderate elevated distance (third-person perspective), with WASD or arrow keys for movement, Shift to run, Space to jump, and mobile/touch buttons for combat actions.

Build a school courtyard hub in a simple low-poly city setting. The ground is a large dark base with a rectangular green courtyard, dark roads along the edges, a large blue school building at the rear, side wings, a gym, a gold roof trim/deck, glowing cyan rectangular windows, gold classroom doors and pillars, distant blocky city buildings, and stylized cylindrical trees. Place a purple rectangular training mat near the front-left/center of the courtyard, several pink/red cylindrical training dummies with gold heads nearby, a vertical glowing cyan quest beacon, and a shop sign in the distance. Use directional sunlight, cool fill/rim lighting, fog, and shadow casting to match the colorful but moody academy courtyard appearance.

The player is a blocky student hero named Ryu, positioned initially in the courtyard, using a blocky humanoid character model. Include idle, walk, sprint, melee attack, kick/heavy attack, block/guard, and dodge animations where available. Spawn two ordinary courtyard enemies (the bullies Kenta and Ryo) near the courtyard and a larger rooftop champion/boss farther behind the school. Enemies are blocky humanoids with idle/walk behavior: when within roughly 10 units they approach Ryu, and when close they attack on a cooldown. Ordinary enemies have about 45 and 65 HP; the boss has about 160 HP and moves/attacks faster. Defeated enemies disappear and award EXP (ordinary enemies 70, boss 220).

Implement the main quest progression exactly as a small quest-driven combat loop. Start with quest 1, "Awakening: Find your resolve," objective "Walk to the glowing training mat in the courtyard," reward 80 EXP and 1 skill point. When Ryu reaches the mat, pressing F can complete the training milestone immediately, and while standing near it, basic attacks can also count training hits; after more than five training hits, complete the milestone. Advance to quest 2, "Trial by Fire: Break the bullies," with objective to defeat the two courtyard bullies and reward 150 EXP plus 2 skill points. Once both bullies are defeated, advance to quest 3, "Rooftop Clash: Face the champion," with objective to defeat the rooftop boss and reward 300 EXP plus 3 skill points and a story-clear message. Include F interaction near the coach area/door area to toggle a Coach Mina dialogue panel: before the rooftop quest she says, "Start with your stance. The bullies gather near the courtyard."; later she says, "The rooftop champion awaits. Your strength is no longer zero."

Combat should have four actions: J/basic attack costs 10 stamina and deals 10 + Strength*2 damage; K/heavy attack costs 22 stamina, uses a heavier kick animation, and deals 22 + Strength*2 plus its heavy combo bonus; L holds a block, reducing incoming damage to stamina loss instead; I/dodge costs 18 stamina and briefly prevents enemy damage. Attacks should only hit the nearest enemy within about 3.4 units, show a toast such as "Basic strike · X dmg" or "Heavy strike · X dmg," and use hit flash feedback. Ordinary enemies deal about 7 damage and the boss about 14, reduced by Defense unless blocking. If HP reaches zero, restore Ryu to full health and respawn him at the starting courtyard position with a recovery/nurse-office toast. Regenerate stamina over time, more slowly while blocking.

Use a persistent game state with initial Level 1, EXP 0/100, HP 100/100, Stamina 100/100, and STR/SPD/DEF all 3. Leveling occurs when EXP reaches the threshold: carry over excess EXP, increase the next EXP requirement by about 1.35x, increase max HP by 18, max stamina by 10, Strength and Defense by 1, refill HP/stamina, and award a skill point with a "LEVEL UP! Ryu grew stronger" toast. Training also increases Speed and Strength by 1 when completed.

Create an always-visible glassy dark HUD over the game. In the upper-left, show a panel headed "✦ QUEST SYSTEM," the current quest title/objective, a cyan-purple progress bar, and reward text. In the upper-right, show an LV pill and RYU label plus EXP, an EXP bar, HP, Stamina, and STR / SPD / DEF values. Show temporary centered toast notifications for training, quest updates, damage, enemy defeats, level-ups, blocking, dodging, and boss defeat. Show Coach Mina dialogue in a bottom-center translucent panel when toggled. Along the bottom display the keyboard hint: "WASD / arrows move · Shift run · Space jump · F interact · J basic · K heavy · L block · I dodge". Add four bottom-right touch buttons arranged in a 2x2 grid labeled J Basic, K Heavy, L Block, and I Dodge; these buttons must invoke the same actions and support holding the block button. Make the layout responsive so the stats panel shifts lower on small screens and the quest panel and controls remain usable on mobile.

Use a perspective camera, fog, anti-aliased rendering, ambient hemisphere lighting, warm directional light with shadows, and cool rim light. Keep the game playable in the browser, with the player able to explore the courtyard, train, fight approaching enemies, progress quests, level up, and eventually defeat the rooftop champion. Do not add systems not described here such as inventory, ranged weapons, shops, or skill trees beyond the displayed skill-point rewards.

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