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RAY: THE AVATAR

  • 3d
  • action
  • combat
  • fantasy
  • third-person
  • arena
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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. Raye Michel Kemvou built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about RAY: THE AVATAR yet. Play it, then tell Raye Michel Kemvou what you would add next.

Make your own game

RAY: THE AVATAR was built by Raye Michel Kemvou 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 RAY: THE AVATAR 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 RAY: THE AVATAR

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 third-person 3D action-combat game titled “RAY: THE AVATAR.” Use a dark blue atmospheric background/sky with distance fog, soft shadows, ACES-style cinematic lighting, and a stylized low-poly fantasy aesthetic. The camera is a perspective third-person follow camera positioned about 7 units behind the player, with WASD movement and a touch joystick option, Space to jump, and the camera tracking the player.

Build the level as an Air Temple courtyard: a large low polygonal green-gray circular platform surrounded by irregular dark rock cliffs, with a smaller pale stone circular training platform at the center. Add several tapered octagonal stone towers around the perimeter, each capped with a dark navy conical roof. Include a short stepped stone approach, a long stone bridge extending behind the arena, a small green garden disk, and a row of alternating pale cloth and cyan-blue wind flags. Add a glowing cyan ring around the central training area.

The playable character is Ray, a monk-like humanoid fighter standing in the courtyard. Use a stylized humanoid monk model with dark hair, and add a small glowing cyan spiral/torus pendant at the chest. Ray’s current elemental power is TEMPEST. Ray can perform martial attacks: J = jab (8 damage), K = cross (10), L = hook (12), and I = roundhouse/kick (18), showing appropriate attack animation, a short-lived combo label, hit sparks, and enemy knockback. Ray can also use Tempest abilities: Q = Vortex Pull, pulling the enemy toward Ray; E = Vortex Push, pushing the enemy away; R = Vortex Shield, creating a brief 3-second defensive state; F = Vortex Uppercut, launching the enemy upward and dealing 22 damage; X = Cyclone Dash, moving Ray rapidly in the camera-facing horizontal direction and dealing 20 damage; C = Tornado, spawning a visible translucent cyan wind funnel with rotating rings ahead of Ray and dealing 35 damage. Abilities consume elemental energy (normal abilities consume energy, with the tornado costing more); prevent ordinary abilities when energy is too low and display a brief notification. Vortex Shield and Tempest Sprint are exceptions to the minimum-energy check. V = Tempest Sprint should grant a temporary sprint buff, and 1 selects/equips TEMPEST. Include 2 = CHAOS, but keep it visibly locked and nonfunctional.

Place one enemy named KATIO CREW, a dark stylized ninja/monster-like humanoid fighter, initially on the opposite side of the courtyard. Give it 120 HP and a visible target status. It should face Ray, approach when far away, and attack at close range approximately every 1.6 seconds, dealing 8 damage unless Ray has an active shield or Avatar State. Show impact flashes and small elemental particle bursts when attacks connect. Each successful player hit reduces KATIO CREW’s health, and at zero health mark it defeated and show “KATIO CREW DEFEATED.” Include a second stationary monk/cleric-like NPC named Master Ren off to one side of the courtyard; it is decorative and idles rather than participating in combat.

Add a large six-legged flying bison-like creature as a decorative mount/familiar in the temple. Base its body on a bulky bull/bison animal, add two extra organic legs so it reads as six-legged, and give it a saddle and two side storage bags. It begins at the edge of the courtyard. Press B to call it; then show “THE BISON ANSWERS,” place it near Ray, and have it slowly follow Ray. The bison does not attack.

Implement the automatic Avatar State: when Ray’s health reaches 25 or lower and the enemy is still alive, trigger it automatically for 8 seconds. Display large centered glowing text “AVATAR STATE,” slow gameplay time, lift Ray slightly above the ground, and surround him with a transparent cyan wireframe sphere plus rotating elemental rings/current effects in cyan, pale wind, orange fire, and dark rock colors. During this state Ray regenerates elemental energy faster. When it ends, remove the aura and return Ray to ground level. Add temporary visual effects for combat: cyan wind toruses for abilities, orange/cyan impact particles, and a translucent tornado funnel with rotating circular currents.

Create a fixed HUD overlay. In the upper-left, use a rounded dark translucent panel with a thin blue-gray border and the cyan spaced title “RAY: THE AVATAR.” Show HEALTH 100 / 100 with a rounded horizontal bar that gradients from pink/red to orange, and ELEMENTAL ENERGY 100 with a rounded cyan-to-mint bar. Display “POWER: TEMPEST,” with the power name highlighted cyan, then “Combo: — · Target: KATIO CREW” beneath it; update health, energy, combo attack name, and target HP in real time. Show temporary centered notifications such as VORTEX PULL, VORTEX PUSH, VORTEX SHIELD, VORTEX UPPERCUT, CYCLONE DASH, TORNADO, TEMPEST SPRINT, KATIO CREW STRIKE, and the defeat message. In the lower-right, show a compact instruction panel: “Move: WASD / touch joystick · Jump: Space,” the martial controls, the Tempest controls, “Power: 1 Tempest · 2 Chaos (locked),” and “B call bison.” Use a dark navy page background, white compact system typography, cyan accent text, and subtle glowing shadows.

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