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RPG Wildnature

  • 3d
  • rpg
  • idle
  • auto-battler
  • arcade
  • fantasy
  • nature
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. Cristi o built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

RPG Wildnature was built by Cristi o 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 RPG Wildnature 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 RPG Wildnature

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 idle/auto-battler RPG titled “RPG Wildnature.” The game is a single-screen arena progression game with a dark forest/nature presentation: use a deep green-black background and a full-screen scenic nature image behind translucent dark green panels. The visual style is stylized low-poly 3D, using animated GLB character models. The hero should appear in a square rounded portrait area on the left, standing on a dark green circular ground disc, lit with soft studio-like hemisphere and directional lighting; the reference hero is a small hooded/adventurer-like low-poly figure with a blank pale face, brown/green clothing, and a bow/weapon. Put the enemy in a matching square portrait area on the right, with a large VS label centered between them. Render the models in separate Three.js-style canvases with simple perspective cameras, the hero facing inward and the enemy facing inward. Add idle, attack, and hit animation states, brief hit-flash/scale feedback, and slightly dim the idle 3D model over its portrait background.

At first launch show a centered modal-like start card over the nature background. It must be titled “RPG WILDNATURE,” explain that the player fights ridiculous Earth animals, collects WildCoins, and builds an overpowered hero, include a name input (maximum 18 characters), and offer exactly three starting classes: Mage, Hunter, and Paladin. Show emoji/icons for the classes (mage, bow/hunter, shield/paladin). The player selects one class and enters the arena; once started, the class is locked for the run. Default name if blank can be Ranger/Guest-like fallback.

The main top bar should show the RPG WILDNATURE brand, the player/profile avatar and name, a WildCoins counter, and buttons/tabs for Leaderboard, Trophies, and Shop. The arena HUD should show a pill reading “Infinity nature RPG · single server,” a prominent STAGE number, and a disabled/enabled “Next stage” button. The left hero card must show the selected class name and “Gear Tier,” ATK, DEF, MORALE, and CRIT values, a green morale/health-style bar, and current morale out of maximum. The right enemy card must show the enemy name, boss label when applicable, ATK, DEF, coin reward, an orange/red morale bar, and current morale out of maximum. Display a bottom-center battle log/toast-style panel describing the latest attack or result, plus a fixed bottom stat upgrade strip with four upgrade rows/cards: Attack, Defense, Morale, and Critical hit, each showing stat level, WildCoin cost, current value, and a plus button.

Implement an automatic battle loop rather than manual attack controls. After the player starts, attacks happen approximately every 0.95 seconds. The hero deals damage based on Attack, with random variation and a chance of a critical hit that deals roughly double damage; trigger the hero attack animation and enemy hit feedback and write a humorous combat message. If the enemy survives, about 520 ms later it attacks. Enemy damage is approximately enemy attack minus hero defense, never below zero; trigger enemy attack and hero hit animations. Morale reaching zero defeats the combatant. On defeat, retreat the player one stage (minimum stage 1), restore the hero to about 60% morale, refresh the enemy, and continue auto-fighting. On victory, award WildCoins, unlock that defeated creature as an avatar, show a toast, and automatically advance when the player is clearing a new highest stage. If a previously cleared stage is replayed, stop advancement and enable the Next stage button so the player can choose to progress. Persist game state in local storage.

Use these exact starting class base stats: Mage ATK 10, DEF 7, MORALE 100, CRIT 5; Hunter ATK 13, DEF 5, MORALE 92, CRIT 10; Paladin ATK 8, DEF 12, MORALE 112, CRIT 3. Each upgrade costs WildCoins using an increasing formula based on the current stat; Attack, Defense, and Morale upgrades add 2, while Critical hit adds 1. Show insufficient-funds feedback. The combat power can include accumulated percentage bonuses and VIP effects, but keep the displayed core stat progression and upgrade behavior clear.

Use this exact enemy progression and humorous flavor. Enemy groups cycle by stage ranges: the first group contains Suspicious Chicken, Pocket Bear, Mountain Penguin, and Rectangular Shark; the second contains Armored Turtle, Tiny Raptor, Eight-Legged Gecko, and Triple Bird. Within each group, use blocks of four stages to select the creature; scale enemy HP by approximately 1.12^(stage-1), enemy attack by 1.08^(stage-1), and defense by 1.05^(stage-1). Base values are: Suspicious Chicken HP 38/ATK 7/reward 10, with line “The chicken knows something. It will not say what.”; Pocket Bear HP 60/ATK 10/reward 16, “It attacks with a stolen spoon and a formal complaint.”; Mountain Penguin HP 90/ATK 13/reward 21, “The penguin slides into battle with terrible confidence.”; Rectangular Shark HP 130/ATK 17/reward 29, “The shark has brought the ocean to the mountain.”; Armored Turtle HP 170/ATK 22/reward 40, “The turtle has the patience of a final boss.”; Tiny Raptor HP 215/ATK 27/reward 48, “The raptor is small, fast, and deeply overconfident.”; Eight-Legged Gecko HP 260/ATK 32/reward 58, “The gecko has too many feet and one terrible plan.”; Triple Bird HP 315/ATK 38/reward 72, “Three birds argue about which one is attacking.” Every fifth stage is a boss: multiply its scaled HP, ATK, defense, and reward by roughly 1.25/1.7 as appropriate, prefix its display name with a crown icon, and award a trophy on victory. Rotate boss trophy rewards through +2 ATK, +2 DEF, +2 MORALE, and +2 CRIT.

Defeated creatures become available in an Avatar collection modal. The profile avatar can be changed to any unlocked creature or the current hero. Add a Trophies modal listing earned boss trophies, stage, stat bonus, and total bonuses. Add a Leaderboard modal backed by locally stored entries, showing rank, player name, level, and joined date. Add a Shop modal with clearly labeled real-money/Kreds-style offers: VIP status (+25% all stats), Attack charm (+15% Attack), Defense charm (+15% Defense), Morale charm (+20% Morale), Lucky charm (+5% Critical), and permanent ad removal. These can be presented as purchase-selection buttons and should gracefully indicate that payments are unavailable in a preview; do not make payment essential to progression. Optionally integrate portal ad hooks between stages, pausing the battle while an ad is active, and resume safely afterward.

Make the interface responsive: desktop uses a two-column layout with arena on the left and a hero-build side panel on the right; on narrow screens stack or hide the side panel and keep the two fighters, VS, bars, battle log, and 2-by-2 stat upgrade strip readable. Use rounded cards, thin translucent borders, muted gray-green secondary text, gold for coins/stage, mint green for player bars/upgrades, orange-red for enemy bars, and strong white typography. The experience should feel like a polished but humorous idle RPG dashboard, with no invented real-time exploration or movement: the core game is persistent automatic stage-by-stage animal combat, stat upgrading, avatar collection, trophies, and leaderboard/shop menus.

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