Arcade › RPG Wildnature
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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.
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 single-player idle/auto-battler RPG titled “RPG Wildnature.” Use a dark forest/nature presentation: full-screen deep green-black background with a soft-focus nature image behind the arena, translucent near-black green panels, muted mint text, gold accents, rounded cards and buttons, and responsive desktop/mobile layout. The game is a 3D character-versus-creature battle shown in a clean two-column arena: the player hero on the left, a large “VS” in the center, and the current wild animal enemy on the right. Each fighter is presented in a rounded square portrait/card with a low-poly 3D model rendered on a dark green circular ground plane. The hero model is a stylized low-poly adventurer viewed from a slightly elevated three-quarter angle; available classes use Mage, Ranger/Hunter, or Knight/Paladin models. Enemy models are stylized low-poly animals and creatures. Include idle, attack, and hit animation states, a brief brightness/scale hit effect on the portrait, and subtle model animation. Keep the camera and framing close to the reference: isolated full-body model, dark green background, circular floor shadow/plane, no complex terrain visible. Start with a modal-like full-screen entry card. Show the title “RPG WILDNATURE,” copy explaining that the player fights ridiculous Earth animals and collects WildCoins, a name input (maximum 18 characters), and three selectable starting classes: Mage, Hunter, and Paladin. Show each class with an emoji/icon and make the player choose one before entering. Once started, lock the class for that run. The first battle begins automatically and continues without a manual attack button. Core loop: this is an automated timed fight. Roughly every second the hero attacks, dealing damage based on Attack and a random factor; critical hits can occur and should be displayed in the battle log. After a short delay, if the enemy survives, it attacks back, dealing damage reduced by the hero’s Defense. The hero and enemy use “Morale” as their health-like resource, with colored horizontal bars and numeric current/max morale labels: hero bar green, enemy bar orange/red. If the enemy reaches zero, award WildCoins, unlock that defeated creature as a usable profile avatar, and advance through stages. If the hero reaches zero, retreat one stage and continue auto-fighting there. Put a compact battle log near the bottom center with messages such as hero strikes, enemy attacks, victory, defeat, and the creature’s humorous battle line. Use this progression and data exactly: starting classes have 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%. The initial animal sequence is groups of four: Suspicious Chicken (38 HP, ATK 7, reward 10), Pocket Bear (60 HP, ATK 10, reward 16), Mountain Penguin (90 HP, ATK 13, reward 21), Crocodile (130 HP, ATK 17, reward 29); then Armored Turtle (170 HP, ATK 22, reward 40), Tiny Raptor (215 HP, ATK 27, reward 48), Eight-Legged Gecko (260 HP, ATK 32, reward 58), and Triple Bird (315 HP, ATK 38, reward 72). Scale enemy HP, attack, defense, and rewards upward as stages increase. Every fifth stage is a boss: label the enemy with a crown/BOSS indicator, increase its stats/reward, and award a trophy after victory. Trophy bonuses rotate among Attack, Defense, Morale, and Critical, adding +2 to the selected stat. Show a “Next stage” button that is disabled until an optional stage-clear state is available; automatically advance on first clears and allow manually continuing when appropriate. The hero HUD should show player name, selected profile avatar, current WildCoins with coin icon, stage number, class name, gear tier, ATK/DEF/MORALE/CRIT and a small rate label, plus the hero morale bar. Implement upgrade controls for Attack, Defense, Morale, and Critical: each stat row shows its stat level, coin cost, current value, and a plus button. Upgrades cost WildCoins and increase Attack/Defense/Morale by 2 or Critical by 0.5 percentage points. Include a gear-tier display that improves every 100 levels, with increasingly tinted/added shoulder/chest gear and, at very high tier, glowing blue gem details and a set bonus. Include VIP and charm concepts in a Shop modal as purchasable portal items, but keep the visual/functionality consistent with a browser game and do not require external payment to play. Top navigation: brand at left, profile avatar/name, WildCoins, and buttons for Leaderboard, Trophies, and Shop. The Avatar collection modal explains that defeated creatures become avatars and lists unlocked creatures with thumbnails and a “Use avatar” action. The Leaderboard modal lists the best names, levels, and join dates. The Trophies modal summarizes total Attack/Defense/Morale/Critical trophy bonuses and lists boss trophies. The Shop modal lists VIP status, attack/defense/morale/lucky charms, and permanent ad removal with prices expressed in KREDS; these may be represented as unavailable/portal purchase actions rather than requiring real payment. Persist the player name, join date, stage/max stage, coins, class, selected avatar, stats, bonuses, unlocked avatars, trophies, VIP/no-ads flags, and current battle state in local browser storage. Make the interface responsive: on desktop use an arena with a side Hero build panel; after starting, the side panel can collapse visually while the stat upgrade strip remains fixed near the bottom. On mobile use a single-column arena, smaller fighter cards, a two-column fixed stat upgrade strip, and keep the battle log above it. Use rounded translucent green UI, subtle borders, mint/gold/red/blue status colors, and restrained emoji/icons. Avoid adding exploration, movement controls, inventory, quests, spells, or manual combat controls that are not part of this game.