Arcade › Realmfall Lord
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jarrod Keim built it with Cinevva, so it works on a phone or a tablet too.
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Realmfall Lord was built by Jarrod Keim 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 Realmfall Lord 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.
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 3D game titled “Realmfall Lord,” a colorful low-poly, top-down third-person fantasy territory-builder. Use Three.js or an equivalent WebGL engine with a perspective camera that follows the player from above and behind: camera approximately 14 units high and 13.5 units behind the player, looking slightly downward at the player. Use a bright sky-blue background with light fog, soft shadows, directional sunlight, and a cheerful stylized fantasy aesthetic. World and scene: make a large open green grass realm bounded by a broad playable area. Put a tan merchant road/path (about 9 units wide) running through the center, a blue river boundary on the left, scattered stylized pine trees around the perimeter, and a glowing yellow circular territory-claim ring centered at the origin. At the center, place a black flagpole with a red flag and floating label “Lord Claim.” Add two tents on the right side near the road: a purple/orange tent labeled “Companion Caravan” and a blue/orange tent labeled “Merchant Camp.” Populate the world with visible loot and props: eight graded chests at approximately (-4,-5) wood, (3.8,-7.5) stone, (-7,1.8) iron, (8.2,2.6) metal, (-2,8.7) gold, (12,7) wood, (-11,-8) stone, and (5.5,9.5) iron; ten small brown coin jars with gold lids at roughly (-2,-2), (2.3,-2.5), (5.8,0.8), (-5.5,-0.5), (1.5,6), (-8.5,5), (9.5,-8.5), (-12,4.5), (14,-1.5), and (0,-12); food supply crates at (-8,-4), (10,5), (-13,-3), and (4,13); a caravan cart near (9.5,-3.2), and a food cart near (-5.5,11.5). Use low-poly Kenney-style carts, chests, crates, barrels/props, and character models where possible, with primitive fallbacks if external models fail. Place floating outlined labels over interactable objects such as “wood chest,” “stone chest,” “iron chest,” “metal chest,” “gold chest,” “Jar,” “Food,” “Food Cart,” and “Buy 7 companions: 4 gold.” Player: control a small bright yellow capsule-like Lord avatar with a gold/orange crown and a dark face/nose detail. Start at (0,0,3.5), move at speed 6, face the movement direction, and constrain movement to approximately x/z -42 to 42. Support WASD and arrow keys, plus a mobile virtual joystick at the lower left. Smoothly follow the player with the camera. Core interaction loop: the player walks close to jars, chests, carts, the companion caravan, or raiders and presses E or Space, or taps the on-screen Interact button. Show a centered rounded interaction prompt only when something is nearby. Jars are broken/opened once and then disappear. Each jar grants 100 gold, 200–400 silver, and 500–1200 copper (random within those ranges), due to the Lord’s 100x gathered-loot talent. Supplies grant 800 food and 300 wood. The food cart grants 2200 food and 800 wood. Chests are opened once and disappear, with these 100x rewards: wood chest: 1200 wood, 400 stone, 500 food, 100 blueprints; stone chest: 1400 stone, 200 iron, 400 food, 100 blueprints, 100 armor; iron chest: 900 iron, 1200 stone, 100 weapons, 100 armor, 100 scrolls; metal chest: 1600 iron, 200 weapons, 200 armor, 100 scrolls, 100 blueprints; gold chest: 500 gold, 1500 silver, 1200 iron, 300 weapons, 300 armor, 200 scrolls, 200 blueprints, and 1200 food. There is no storage cap. Play short click/open sound effects and show a green toast explaining the result, including “100× talent triggered.” Companion caravan: walking within roughly 3.2 units and interacting with the caravan costs 4 gold and recruits all seven companions once. If the player lacks 4 gold, show “You need 4 gold. Break one Lord-visible jar and come back.” After purchase, spawn and have the companions follow the player in a loose formation: Catfolk Scout, Foxfolk Ranger, Elf Archer, Elf Healer, Wolfkin Guard, Dwarf Builder, and Dark Elf Rogue. Use cat, fox, and stylized humanoid low-poly models where available; give each a floating pink/purple name label. Their models should auto-defend nearby raiders. If purchased again, explain that the companion party is already sworn to the territory. Display recruited companions as 0/7 initially and 7/7 after purchase. Building: pressing B or tapping Build consumes 500 wood, 500 stone, and 100 blueprints. If affordable, increase Territory Level by 1 and place an alternating low-poly storehouse/watchtower structure around the claim ring, with a label. If not, show the exact missing-cost message. Also provide Repair, Guard, and Gate actions, bound to R, T, and G respectively. A repair lodge costs 300 wood, 250 stone, and 50 blueprints, immediately restores 35 claim HP (maximum 100), increases the repair-lodge count, and passively regenerates claim HP over time. Visually place a green lodge with a glowing crystal and “Repair Lodge” label. A guard tower costs 450 wood, 350 stone, 100 iron, and 75 blueprints; place a wooden tower with orange roof and glowing crystal, and have it automatically target nearby raiders within 17 units every 1.15 seconds, firing a visible brief yellow beam and dealing 42 + 4 per territory level damage. A wall gate costs 600 wood, 800 stone, 150 iron, and 100 blueprints; create a segmented gray stone defensive ring with a gate opening and label it “Wall Gate.” Each gate adds 100 wall integrity up to 300; raiders reaching the ring are repelled and reduce integrity by 15, and when integrity reaches zero the gate defense breaks and raiders can damage the flag. Raids and combat: begin the first raid after about 28 seconds, then schedule later raids with a minimum interval of roughly 18 seconds, generally 42 minus 3 seconds per wave. Each wave spawns 2 + wave number orcs, capped at 8, from the outer edges around x/z ±30. Use large low-poly orc models labeled “RAIDER.” Raiders march toward the central claim flag. Each has 90 + 25 per wave HP and movement speed 1.75 + 0.12 per wave. If a raider reaches within 1.35 units of the flag, it disappears and deals 10 territory-health damage, steals 100 food and 100 wood, and can trigger game over when claim HP reaches zero. While close to a raider (within 2.35 units), E/Space/Interact attacks it for 45 plus a small weapons bonus (up to the weapons cap) plus 8 per recruited companion. Recruited companions automatically attack nearby raiders for 18 + 3 per territory level damage approximately every 0.65 seconds. Guard towers also attack. Defeated raiders give 100% drops: gold equal to 25 times the current raid wave and 50 iron. Display raid wave, active/inactive status, next raid countdown, enemies defeated, tower shots, wall integrity, and gate repels. When claim HP reaches zero, stop movement/combat and show a toast: “Your claim flag fell. Reset to try again.” HUD/UI: overlay the game with translucent dark rounded panels. In the upper-left show “Realmfall Lord — Territory Lv. 1,” then resource lines for Gold, Silver, Copper; Wood, Stone, Iron, Food; Blueprints, Scrolls, Weapons, Armor; companions recruited/7 and Loot claimed; Claim HP/100, Repair lodges, Guard towers; Wall gates, Wall HP/300, Gate repels; raid state/countdown, wave, Raiders defeated, and Tower shots. In the upper-right show a “Four Lord Talents” panel listing exactly: “100% drops • 100× gathered loot • infinite storage • loyal recruits in your territory,” plus keyboard instructions Move WASD/Arrows, Interact E, Build B, Repair R, Guard T, Gate G. Show toast notifications near the top center and a rounded interaction prompt near the lower center. On mobile, use a large translucent circular joystick at bottom-left and a vertical stack of tappable colored buttons at bottom-right: Interact (yellow), Build (light blue), Repair (green), Guard (orange), Gate (purple), and Reset (pink/red). Reset reloads/restarts the game. Make all UI controls pointer/touch accessible, preserve the game in a single screen without scrolling, and include subtle shadows, rounded corners, and readable high-contrast text.”