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Arcade › Sakura Samurai
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Frederick Céspedes built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sakura Samurai yet. Play it, then tell Frederick Céspedes what you would add next.
Sakura Samurai was built by Frederick Céspedes 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 Sakura Samurai 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 3D third-person action game titled "Sakura Samurai". Use Three.js-style real-time 3D rendering with a perspective camera following the player from behind, and a large open square grassy valley/park on a flat ground plane. The scene should have a warm pale peach sky/background with light atmospheric fog, soft ambient light and a warm directional sun, cast shadows, scattered low-poly gray-brown rocks, pink-tinted cherry-blossom-style trees, small flowers, and continuously falling drifting pink petal particles. Keep the aesthetic simple, colorful, low-poly and stylized. The player is a humanoid warrior/samurai-like character placed at the center of the valley, using a rigged third-person character model with idle, walk/run, light sword attack and heavy sword attack animations. Allow movement with WASD (and support a virtual joystick if available), mouse camera look, and keep the character grounded on the terrain. The player starts with 100 health. Light attack is Q or left mouse button: it has a roughly 420 ms cooldown, deals 28 damage, reaches about 2.8 world units, and hits enemies in a broad forward-facing cone. Heavy attack is E or right mouse button: it has an roughly 850 ms cooldown, deals 52 damage, reaches about 3.4 units, and also uses a broad forward-facing cone. Time the damage checks shortly after the corresponding attack animation begins. On a successful hit, show a brief burst of small red particles at the enemy and apply slight player recoil. Start with four rogue/guard enemies at fixed positions around the valley (approximately (12,18), (-19,-11), (27,-23), and (-8,31) in world X/Z coordinates). Each enemy has 100 health, an idle/walk/attack/hit-reaction/death animation set, and a dagger or punch attack. Enemies wander when farther than 14 units from the player, changing direction every few seconds and moving at about 2.1 units/second. When within 14 units, they chase the player at about 4.2 units/second; when within 2.6 units they attack about once every 1.1 seconds and remove 18 player health. Enemies turn to face their movement direction. A struck enemy plays a hit reaction, and at zero health plays a death animation, is removed after about 1.4 seconds, and increments the defeated count. At the top-left, display a 220-by-24 pixel health bar with a dark backing, pale peach border, and red gradient fill that reflects player health. At the top-right display a dark translucent rounded label reading "Defeated: 0 / 4" (updating the number). At the bottom center display a dark translucent rounded instruction panel with: "WASD / Joystick: Move | Mouse: Look | Q / Left Click: Light Strike | E / Right Click: Heavy Strike". Use white text with subtle shadow. Include a centered status message area: when health reaches zero, stop gameplay and show "You fell... Press R to rise again"; pressing R resets the player to full health at the origin and respawns defeated enemies with full health. After all four initial enemies are defeated, show "Valley cleared! More guards will come..." and, once all are gone, after a short delay spawn two new enemies at random positions within roughly a 60-unit area, reducing the displayed defeat count by two to represent the new wave. Prevent the browser context menu on right click. Animate all character mixers and environmental petals continuously, resize the camera/rendering responsively, and preserve the uncluttered HUD-over-3D presentation shown by the game.