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Sakura Spirit

  • 3d
  • third-person
  • action
  • collection
  • anime-inspired
  • arcade
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. candy pop built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Sakura Spirit yet. Play it, then tell candy pop what you would add next.

Make your own game

Sakura Spirit was built by candy pop 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 Spirit 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 Sakura Spirit

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 third-person 3D action-collection game titled “Sakura Spirit.” The camera should follow behind and slightly above the player with a perspective view, keeping the player centered in a circular outdoor arena. Use an anime-inspired, softly lit low-poly/stylized look: a dark purple background and fog, a broad circular green grass platform with a pale inner circular path, and a glowing pink perimeter ring. Scatter about 9 stylized trees and 12 rounded bushes around the arena. Add many small pale-pink cherry-blossom particles drifting downward through the air and gently swaying.

The player is a female ninja character loaded from an animated 3D model when available, with a simple dark fallback character and bright pink scarf if the model cannot load. Start the player at the arena center. Movement uses WASD and a virtual joystick through third-person controls; movement speed is about 6.2. Jump with Space, with jump speed about 9.2 and gravity about -22. Keep the player within the circular arena boundary.

The main goal is to collect all 8 glowing spirit petals. Place 8 collectible objects at random points around the arena, away from the center and edge. Each should be a floating, rotating pale-pink glowing octahedral gem/orb with a pink halo ring and a small point light, bobbing gently up and down. Collect one when the player comes within roughly 1.4 world units; hide it, increment the counter, and play a short pickup sound if audio has been unlocked. Start with 0/8. Show “Find the glowing petals.” initially, then “Spirit petal X/8” after pickups. When all 8 are collected, stop gameplay, show “You gathered every spirit petal — victory.”, and play the player’s Victory animation if available.

Spawn 5 cute ghost enemies at random positions in the outer part of the arena. Ghosts should float slightly, visibly bobbing, face the player, and continuously chase the player at roughly 1.35–1.70 units per second. If a ghost comes within about 1.45 units, damage the player for 12 health, with a 0.55-second damage cooldown; show “A ghost hit you — slash it or move away.” Play a hit animation if available. Start health at 100. When health reaches zero, set health to 0, stop gameplay, and show “You were overwhelmed. Tap Play again.” Ghosts can be defeated by the attack: pressing F or the on-screen pink Attack button triggers a short attack lasting about 0.38 seconds, with a pink expanding torus/wave centered on the player. Any living ghost within about 3.2 units when the attack starts becomes invisible/dead and respawns at a new random outer position after about 2.6 seconds. Do not allow attacks while the game is over/won or while the attack is still active. Play a SwordSlash animation if available.

Use Three.js-style lighting and rendering: a purple scene background with purple fog, pink-tinted hemisphere and directional lighting, soft shadows, and a pink point glow near the arena center. Use animated character models if available, with Idle, Walk/Run, Jump, SwordSlash, ReceiveHit, Victory, and Defeat states as applicable; provide simple stylized fallback geometry for the player and ghosts if assets fail. The ghost fallback can be a pale glowing floating sphere, while fallback trees are green low-poly cones and fallback bushes are rounded green forms.

Overlay a clean responsive HUD above the 3D scene. In the upper-left, use a translucent dark-purple rounded panel with white text showing “SPIRIT PETALS” and a large “0 / 8” counter, followed by “HEALTH” and the current health value. At the top center, show a translucent rounded message pill. Along the bottom, show a translucent instruction panel reading “Move with WASD or the joystick. Jump with Space. Attack with F or the pink button.” Put a large circular pink gradient “Attack” button at bottom-right for touch input, and a hidden “Play again” button that appears after victory or defeat and resets score, health, player position, petals, and ghosts. Make the layout adapt to narrow mobile screens. Include a full-screen purple loading screen with the title “Sakura Spirit” and the subtitle “Anime-inspired 3D action — collect every spirit petal, dodge ghosts, and slash with the attack button or F.” Hide it after initialization; if initialization fails, display “The scene failed to load.”

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