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Arcade › Rift Hunter
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Rift Hunter was built by AKMAL Mansuur 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 Rift Hunter 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 stylized third-person 3D open-world action hunting game titled “Rift Hunter.” The player controls a small blocky humanoid hunter in a dark fantasy realm, viewed from an over-the-shoulder/third-person camera that follows the character. Use WASD or arrow keys to move, mouse/camera controls to look around, and Space to jump. The world is a large circular open map with a central hunter hamlet near the spawn point: three simple fantasy house models sit near the center, surrounded by a dark ground plane, fog, scattered bushes, stone ridges, trees, rocks, and a glowing rune ring marking the outer boundary. Add four distant quadrant zones, each associated with one reality fold and containing its own cluster of trees, rocks, a colored circular relic pad, and a floating glowing crystal shrine. Also place tall glowing quest-marker beams around the world. Use low-poly/cube-world 3D assets, soft shadows, atmospheric fog, subdued dark colors, and strong neon accent lighting. The central mechanic is four overlapping versions of the same map, called folds of reality. The four folds are Gloom Fold (deep navy/purple sky and fog, purple accent, dark slate ground), Tide Fold (blue/teal sky and fog, cyan accent, blue ground), Ash Fold (brown/red sky and fog, amber accent, brown ground), and Grave Fold (near-black gray sky and fog, pink accent, gray ground). The player begins in Gloom Fold. Press F to cycle to the next fold, with a short 1.8-second cooldown and a brief colored burst effect. Changing folds changes the sky, fog, ground colors, ambient light, shrine glow, and which zone props are fully solid/visible. Only enemies belonging to the active fold are huntable; enemies in other folds should be hidden/inactive until their fold is selected. Each fold has exactly three shadow-beast wraiths, for 12 total. Wraiths are hovering low-poly shadow creatures made from a black/dark faceted core and translucent faceted shell, with a rotating colored torus ring and two tiny white eyes. They float and rotate with a slight bobbing motion. The three Gloom wraiths start around (30,26), (43,14), and (24,40); Tide around (-38,18), (-48,8), and (-24,30); Ash around (-24,-30), (-38,-44), and (-12,-48); Grave around (36,-24), (48,-36), and (26,-42), using the world’s X/Z layout. Active wraiths seek the player when nearby and damage the player on close contact, so health reaches zero if the hunter is overwhelmed. The nearest active wraith is tracked by the HUD. Defeat all 12 wraiths to win. Give the hunter two combat powers. Q activates Dark Pull: create a colored rotating ring/field around the player for 2.6 seconds; active wraiths within 22 meters are pulled inward and take damage continuously. Dark Pull has a 7-second cooldown. E activates Quake Burst: emit a rapidly expanding pale shockwave ring from the player, knock back every active wraith within 14 meters, and deal heavy damage; show a brief bright burst and play a heavy impact sound. Quake Burst has a 5.5-second cooldown. Wraiths have about 58 health, so Dark Pull can group and weaken them and Quake Burst is the strong finishing attack. Defeated wraiths disappear, increment Souls by one, and reduce Prey left; create a brief colored burst at their death location. The player has 100 health and can lose only through close-range wraith contact. Build a responsive dark translucent glass-style HUD over the game. At top left show the title “Rift Hunter,” the current fold name, instructional text (“Hunt shadow beasts across four layered versions of the same world. Q = Dark Pull, E = Quake Burst, F = Fold Shift.”), a horizontal health bar, current status text, and three counters: Souls, Prey left, and distance to the nearest active prey. The status should report the nearest prey’s fold and advise shifting if the prey vanishes; if no prey exists in the active fold, say to shift reality. At top right show a “Hunter Notes” panel explaining the current objective, including that Dark Pull bunches wraiths together and Quake Burst finishes them. Along the bottom show three ability badges: Dark Pull / Ready · Q or remaining seconds, Quake Burst / Ready · E or remaining seconds, and Fold Shift / Ready · F or remaining seconds. On the right side provide large touch-friendly buttons labeled Dark Pull, Quake Burst, and Shift Fold for mobile play, mirroring Q/E/F. When health is low, change the health bar from cyan-purple to pink-orange. When all 12 prey are defeated, show a centered dark overlay card titled “Hunt Complete” with text that the player gathered their Souls and cleared all four folds, plus a Restart Hunt button. When health reaches zero, show “You Fell” and the number of Souls gathered, with the same restart option. R should restart after victory or defeat, resetting health, souls, all wraiths, cooldowns, player position, and the active fold to Gloom Fold. Keep the visual style atmospheric, low-poly, shadowy, colorful at the fold accents, and readable on both desktop and mobile.