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Arcade › Sea Fruit Saga
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Vex built it with Cinevva, so it works on a phone or a tablet too.
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Sea Fruit Saga was built by Vex 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 Sea Fruit Saga 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.
Rebuild a browser-based 3D action-RPG slice titled "Sea Fruit Saga" using Three.js. Use a bright stylized low-poly ocean world viewed from a third-person elevated over-the-shoulder camera: blue circular open sea with subtle concentric current rings, light-blue sky/fog, strong sunlight and shadows, and four small circular sandy/colored islands decorated with palm trees and floating labels. The player is a simple stylized procedural humanoid capsule with a cone hat, viewed from behind; its body color changes with the selected race and its hat/accent changes by faction. Keep the camera following the player smoothly, looking slightly above them. Begin with a full-screen dark navy/gold character-selection modal headed "Choose Your Path". Show the explanatory text about becoming a bounty-hunting Marine or wanted Pirate, buying magical fruits, and unlocking giant/beast powers. Let the player choose exactly one faction: Pirate (defeated bosses grant bounty) or Marine (defeated bosses grant honor), then choose one race from Human, Rabbit, Cyborg, Necromancer, Zombie, and SharkFishman. Display each race's flavor/stat perk: Human balanced, Rabbit +speed, Cyborg +armor, Necromancer life steal, Zombie +health, SharkFishman swim fast. Let them choose one fighting style from Brawler, Sword, Electro, and FishmanKarate; all deal 50 basic damage, while their attack ranges and effect colors differ. Provide a Start Adventure button. After starting, place the player near the Starter Palm dock at approximately (-8, 2) in a compact open-water map bounded to a broad square/circle area. Include these four islands and boss locations: Starter Palm (sandy, boss Bandit Captain, level 10, 80 HP), Sunbar Isle (desert-toned, Desert Warlord, level 120, 260 HP), Storm Fort (gray/purple, Thunder Admiral, level 380, 520 HP), and Fossil Reef (green, Ancient Beast King, level 800, 900 HP). Bosses are original stylized capsule-like procedural characters with colored bodies and gold crown/cone, floating island name labels, and boss meshes that disappear on defeat then respawn after 16 seconds. Have bosses damage the player over time when within 11 world units. If HP reaches zero, restore full HP and return the player to Starter Palm. The main loop is exploration, melee combat, boss defeat, progression, and fruit powers. Move with WASD or arrow keys; support mobile with a virtual joystick. Face the direction of movement. Press Space or a mobile Attack button for a short-cooldown area attack. Basic attacks deal 50 multiplied by the equipped fruit boost and any transformation multiplier, and affect bosses inside the fighting-style range (Brawler 2.2, Sword 2.8, Electro 3.1, FishmanKarate 2.5). Show colored burst particles and floating red damage numbers. Defeating a boss grants its coin reward (50, 130, 260, or 520), XP equal to twice that reward, and faction reputation equal to boss level times 12: Pirates gain bounty, Marines gain honor. Level up whenever accumulated XP reaches current level times 100, up to level 1200; each level increases max HP by 4 and restores HP. At the starting area, visibly place a pirate ship display, a small fast boat near the dock, a cannon, pirate flag/quest post, and a colorful Magical Fruit Shop counter with yellow awning and seven colored fruit display spheres. Press F or mobile Interact when close to the shop to open a shop modal. The shop lists Buddha, T-Rex, Flame, Ice, Light, Shadow, and Dragon fruits with descriptions, prices (120, 160, 90, 140, 180, 220, 350), and two named powers each. The current implementation has infinite coins, so purchases should be affordable and the HUD should show Coins ∞; equip the selected fruit and show an aura color around the player. The shop can be closed with Back to Sea. Implement the exact fruit behavior: Buddha has 1.5x damage; Power 1 activates a large gold guardian form for 9 seconds, scaling the player up, and Power 2 is a high-damage Shock Palm with broad range. T-Rex has 1.35x damage; Power 1 scales the player into a large beast for 9 seconds and Power 2 is a heavy Dino Stomp. Flame has 1.2x damage with Fireball burst and Flame Ring area attacks. Ice has 1.25x damage with Freeze Burst and long-range Ice Spear attacks. Light has 1.3x damage; Power 1 performs two forward dashes and Power 2 is Laser Rain. Shadow has 1.45x damage; Power 1 performs a Shadow Clone strike and Power 2 is Soul Drain, healing 30 HP. Dragon has 1.65x damage; Power 1 activates a large dragon form for 10 seconds and Power 2 is a very large-radius Inferno Roar. Fruit powers are on a one-second cooldown, create strongly colored particle bursts, and some cause screen shake. If no fruit is equipped, Power 1 is Dash and Power 2 is Guard, healing 10 HP. Transformations visibly scale the player and show a colored rotating aura. The boat is boarded/leaved with B when within 4 units of the dock boat; while aboard, show a simple hull/sail marker under the player, set the player slightly above the water, and increase movement speed from 6.2 to 11 plus race speed. On foot movement speed is 6.2 plus race modifier. Include the starter quest in the HUD: "Defeat Bandit Captain", 0/1 complete, reward 90 coins and 170 XP, with guidance to find bosses on islands and buy fruits at the shop. Create a persistent in-game HUD over the 3D scene: top-left or top bar brand "Sea Fruit Saga"; faction, race, style, equipped fruit, level/max level, current/max HP, coins, and either bounty or honor; quest box; control hint "WASD/Arrows move • Space attack • F interact • 1/2 fruit powers • B board boat"; and a centered contextual prompt for nearby shop or boat. Use dark navy translucent panels, rounded borders, cyan/light-blue text, gold/yellow highlights, bold Inter-like UI typography, and a dramatic gold display heading similar to the selection screen. Add mobile controls at the bottom with joystick plus Attack, Power 1, Power 2, and Interact buttons. Include colored impact particles, floating combat text, emissive fruit displays, and smooth camera shake for heavy attacks. Keep the presentation as a compact playable prototype, with no additional systems beyond the choices, four-island exploration, combat, bosses, fruit shop/powers, quest/progression, boat, and HUD described here.