Arcade › Sea of Crowns
Click the game above and it runs right here in your browser. No download, no installer, no account needed. LARE Donné built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sea of Crowns yet. Play it, then tell LARE Donné what you would add next.
Sea of Crowns was built by LARE Donné 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 of Crowns 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 third-person 3D action-adventure game titled “Sea of Crowns,” with a colorful low-poly pirate-island aesthetic. The camera should be a perspective follow camera positioned behind and above the player, with the player centered in view and the island environment visible ahead. Use a bright cyan sky with light fog, strong warm sunlight and soft shadows, a circular blue ocean surrounding a small round green island, and a golden sandy beach. Place a wide straight brown path running from the foreground toward the far side of the island/village. Populate the island with pirate-kit-style low-poly assets: a small ship and dock on the left/rear shoreline, rustic wooden pirate houses on both sides, three palm trees, a gold chest near the back-right, and a sword prop near the right side of the path. The player is a stylized low-poly pirate captain in dark clothing with a red-banded hat, viewed from behind, able to move around the island, run, jump, and dash. The core objective is a quest shown in the HUD: defeat 3 skeleton pirate raiders near the village, then return to/open the golden chest for a reward. Spawn five low-poly skeleton pirate enemies around the village and path. Enemies idle with animations, detect the player within about 10 world units, slowly pursue them, turn toward them, and occasionally damage the player when within melee range. The player has 100 HP; enemy attacks reduce HP by 4. The player’s basic attack is a short-range melee strike triggered by C, with a cooldown of about 0.55 seconds and a hit radius of about 4.8 units. Each normal strike deals 25 damage; enemies have 40 HP, so two hits defeat one. Defeated enemies disappear, increment the defeated counter, award 25 Belly currency and 70 XP, and show a temporary notification. Do not invent enemy projectiles, complex AI, or a death screen. Place a glowing orange-red floating “Fruit Braise” object near the front-left side of the island/path. It gently bobs and rotates. When the player is close and presses E, collect it, hide it, and update the HUD from “Fruit : aucun” to “Fruit : Fruit Braise.” Once collected, V launches a glowing orange fireball in the camera/player forward direction. Fireballs move quickly, last about 1.5 seconds, and deal 45 damage on contact with a skeleton; they use a roughly 1.1-second cooldown. A fireball kill awards 35 Belly and 90 XP and displays a toast. Press Shift to perform a short forward dash, with roughly a 1.7-second cooldown. XP should accumulate toward level progression at 300 XP; when reaching the threshold, subtract 300, increase the level, and display a level-up toast. There is no need to add mechanics not present in the source, such as inventory, dialogue, ranged enemy attacks, or multiple islands. Place the gold chest around world position equivalent to the back-right of the island. When the player is nearby and presses E, open it once, award 120 Belly and 120 XP, hide no required prop unless desired, and show “Coffre ouvert : +120 Belly.” The HUD should guide the player: initially show “Contrat du quai” and “Bats 3 pillards près du village (0/3).” After three enemies are defeated, change the quest message to “Retourne au coffre doré pour réclamer ta récompense.” The chest area can display a contextual title such as “Coffre verrouillé” before the quest is complete and “Récompense disponible” afterward; preserve the actual interaction behavior where pressing E near the chest opens it once. Near the fruit, show a contextual title such as “Fruit élémentaire proche.” When the player reaches three kills, show a toast like “Contrat terminé — ouvre le coffre doré !”. Create a fixed French-language HUD over the game. At top-left, use a dark translucent rounded panel with a gold accent reading “CHRONIQUES DE L’ARCHIPEL” and the large title “Sea of Crowns.” At top-right, show “Niveau 1,” “Belly 0,” and “Fruit : aucun” in a dark translucent panel, updating dynamically. Centered at the top, show two horizontal rounded bars: a pink/red HP bar initially full and a cyan XP bar initially empty. At bottom-left, show the dark rounded quest panel with a gold quest heading and progress text. At bottom-right, show a small controls hint: “WASD / flèches · Espace sauter · C attaquer · V boule de feu · E récolter · Shift dash”. Use centered temporary dark toast notifications with pale gold text for combat, collection, chest, and level-up feedback. Keep the presentation clean, readable, and close to the screenshot: no debug overlays. Use keyboard controls: WASD or arrow keys to move, Space to jump, C to attack, V for the elemental fireball after collecting the fruit, E to collect the fruit or open the nearby chest, and either Shift key to dash. Use smooth third-person movement, gravity, jumping, animated idle/run pirate and skeleton models, collision/grounding appropriate for a small island, directional sunlight, ambient sky fill, shadows, and fog fading toward the ocean horizon. The experience should feel like a compact playable vertical slice: explore the sandy pirate village, fight the skeletons, collect the glowing fruit, use the fire ability, gain Belly/XP, and interact with the chest while the HUD clearly communicates state.”