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Ravenfall

  • 3d
  • third-person
  • medieval-scifi
  • story-driven
  • card-duel
  • exploration
  • vertical-slice
0
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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. Robert Nelson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ravenfall yet. Play it, then tell Robert Nelson what you would add next.

Make your own game

Ravenfall was built by Robert Nelson 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 Ravenfall 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 Ravenfall

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 vertical slice titled “Ravenfall,” using a medieval-meets-science-fiction aesthetic and a third-person camera. The game should begin in a cinematic intro in deep space: a sparse black starfield surrounds a blue-gray planet low in frame, while a small relic starship with a rounded metallic capsule hull and a thin cyan glowing sail descends and slowly rotates toward the world. Show a diegetic HUD throughout: translucent dark panels with thin blue-gray borders, top-left scene/location/character labels, top-right objective and control hint, a centered bottom interaction hint, and story text across the upper center. The intro story advances automatically over roughly fifteen seconds or one step at a time with Space, displaying: “King Raven crosses the void aboard a relic ship — bound for Silougon,” then orbit breaking and descent imagery, the waiting kingdoms/machines below, and finally arrival at the cathedral lobby. Space should continue or skip the intro.

After the intro, place the player in a gothic cathedral lobby called the Cathedral of Arrival. Make it a navigable third-person 3D interior with a textured gray stone floor and walls, a broad dark nave, columns, wooden central aisle, warm torch lights, gold trim, and cyan holographic accents. The player avatar is a simple pale capsule-like humanoid with a glowing ring at its feet; movement is WASD, Shift sprints, and mouse movement controls the third-person look. Use collision-aware camera positioning and constrain movement inside the cathedral. The HUD objective becomes “Approach the altar and shape your character.” At the back/center is a gold pedestal holding a floating cyan holographic octahedron and translucent beacon. Walking near it and left-clicking opens a full-screen translucent “Hologram Altar” overlay. Include buttons for Settings, Create Character, Tutorials, and Multiplayer Sign-In, plus Close. Settings explains mouse-look, interactions, sprinting, pause, and offers a “Start in Deplen” quick-start button. Tutorials explain that land fuels summoning, creatures appear on lanes, equipment buffs creatures, enchantments persist, and triggers resolve tactically. Multiplayer Sign-In is explicitly flavor text saying the local mock sign-in is complete and the shard is Silougon-West. The character creator stores and displays selectable cosmetic choices: Origin (Dawn, Dawnfall, Dusk), Discipline (Arcanist, Warden, Binder), and Sigil (Cyan, Gold, Crimson). Reflect the selected sigil in the avatar’s foot-ring color and the HUD character summary. The cathedral also has a large framed wooden exit door; left-clicking it transitions to Deplen.

Build Deplen as a small open city district with a tan tiled/stone plaza and long central road, medieval blocky stone houses lining both sides, dark wooden pitched roofs/awnings, warm lanterns, cyan energy panels and a large cyan arch/fountain accent. Constrain third-person exploration to the city bounds. Set the objective to “Meet a duelist in the city.” Place two stylized NPC duelists: Marshal Vey in a cool blue robe and Sister Tal in a warm gold robe. Each should be a simple low-poly robed cylinder with a sphere head and cyan halo ring. Approaching an NPC should show a bottom prompt such as “Left click — Talk to Marshal Vey”; left-clicking or clicking the nearby prompt starts a duel. Also place a return door at the far end that returns to the cathedral.

When a duelist is challenged, transition into an instanced duel scene called “[Rival]’s Duel Instance.” Use a fixed elevated 2.5D camera looking down at a dark futuristic battlefield: a large rectangular blue-gray board, five glowing lane tiles across the center, cyan circular arena ring, and two sideboard strips, one purple-toned for the player and one red-brown for the rival. Hide the world exploration HUD behind a duel overlay. The duel top bar must show rival name, “Your Power” and “Enemy” values, a Leave Duel button, Land count, Enchantments count, and a combat log. At the bottom show a five-card hand with numbered cards and readable names/types/descriptions, and state “Keys 1-5 play cards. Win by reaching 12 power before the rival does.” Also allow clicking cards.

Initialize each duel with player power 0, enemy power 3, no land, no enchantments, an enemy board containing a red/orange “Rival Shade” with power 3, and this five-card hand: (1) Ironroot Vale — Land — “Add 1 land. Needed to summon stronger creatures.” (2) Cathedral Sentry — Creature — “Costs 1 land. Summons a 3D sentinel with 3 power.” (3) Halo Trigger — Trigger — “If you control a creature, gain +2 power instantly.” (4) Vow of Radiance — Enchantment — “Persistent blessing. Future creatures gain +1 power.” (5) Starforged Blade — Equipment — “Attach to a creature for +2 power.” Playing a Land increases land and visibly adds a green land tile at the front of the player sideboard. A Creature requires at least one land, adds a cyan 3D low-poly miniature to a lane, and gives 3 power plus current enchantment bonuses. A Trigger immediately gives +2 power if a creature exists, otherwise +1. An Enchantment increments the enchantment count, buffs all current creatures by +1 and makes future creatures stronger, also adding the appropriate power. Equipment requires a creature and attaches to the first one for +2 power; reject invalid plays with a combat-log message. After every valid play, consume the card, let the enemy gain a random 1–2 power and sometimes add a red/orange Rival Construct or buff its first unit, rebuild the physical board, and check victory.

The player wins by reaching at least 12 power while not behind the enemy; the rival wins by reaching 12 while strictly ahead. Show the result in the combat log, change the objective/hint, and allow leaving via the Leave Duel button or clicking after the duel ends; R resets/rematches the current duel. Returning to Deplen should show dialogue that the duel field dissolves and the player returns with the memory of summoned steel. Esc closes menus or toggles a pause overlay. Add subtle synth/metal interaction sounds initialized on the first click or key press. Use soft realistic lighting, shadows, fog, metallic/emissive materials, textured procedural stone/wood/tiles, and restrained cyan holographic glow throughout. Do not add unrelated combat, inventory, quests, multiplayer, or deck-building systems beyond this vertical slice.

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