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Arcade › Severfall

Severfall

  • 3d
  • battle-sandbox
  • ragdoll
  • arena
  • simulation
  • low-poly
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. Shadow The hedgehog built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Severfall yet. Play it, then tell Shadow The hedgehog what you would add next.

Make your own game

Severfall was built by Shadow The hedgehog 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 Severfall 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 Severfall

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-playable 3D battle sandbox titled “Severfall.” Render a simple low-poly arena from an elevated, third-person orbit camera: a large circular dark green-gray platform with a thick dark outer ring, a visible square grid across the floor, blue-gray background and light atmospheric fog. Use soft hemisphere lighting and strong directional shadows. The default view should show the arena and a preset battle already running.

Populate the arena with blocky articulated humanoid fighters. Each fighter is made from separate rectangular body pieces: a colored box torso, a smaller colored cube head, separate upper arms, and darkened separate legs. Team color the bodies using Red (#d9534f), Blue (#4aa3ff), Green (#53d68a), or Gold (#e1b84b); use darker versions of the team color for legs. Fighters should face and automatically chase the nearest living opponent on another team, steer toward them, keep a preferred weapon distance, attack when in range, animate arms and legs while moving, and stay within the circular arena boundary.

Give fighters four selectable weapon types. Sword is a bright pale-blue blade on a brown handle, with medium range, medium damage, and moderate limb-sever chance. Axe is a brown-handled weapon with a pale metal block axe head, slower but heavier damage and high sever chance. Spear is a longer brown shaft with a light pointed tip, longer range, lower sever chance. Unarmed fighters have no weapon and focus on close-range grabbing. Attacks should damage a randomly selected viable body part for armed fighters, while unarmed attacks target the torso and can briefly grab/pull a nearby target. Use separate health pools for head (35), torso (70), each arm (40), and each leg (50). Show damage and detached parts clearly: when an arm or leg is severed, hide it on the fighter and spawn a matching detached block that flies away, spins, falls under gravity, bounces/slides on the floor, and remains temporarily in the arena. A destroyed head instantly kills the fighter; destroying the torso also kills it. When a fighter dies, detach remaining torso and limbs into physics-like pieces and make the body/root collapse and slide as a dead ragdoll pile. Losing legs should reduce movement speed, and losing the weapon arm should reduce effectiveness. Continue the fight until only one team remains, then show a temporary centered toast such as “Red team wins.” Include simple attack/grab sound effects if audio is available after user interaction.

Overlay the game with a dark translucent, blurred, rounded HUD using white text and blue gradient buttons. Put a left control panel with the heading “Severfall,” subtitle “3D battle sandbox,” a Team dropdown containing Team Red, Team Blue, Team Green, and Team Gold; a Weapon dropdown containing Sword, Axe, Spear, and Unarmed; a Size range slider from 0.85x to 1.35x defaulting to 1.00x; a numeric Spawn Count field from 1 to 40 defaulting to 1; buttons “Add Fighters,” “4v4,” “Pause”/“Resume,” and “Clear”; and a four-color team legend. The Add Fighters button should spawn the selected count at random positions around the arena using the selected team, weapon, and size. The 4v4 preset should create four red sword fighters on one side and four blue axe fighters on the other, with slight random size and position variation. Clear should remove all fighters and detached pieces.

Put an upper-right information panel titled “Arena” displaying “N fighters • M alive,” then the living count by team in the format “Red: N • Blue: N • Green: N • Gold: N,” plus the hint “Click a fighter to inspect body-part health.” Clicking any visible fighter body piece with the mouse should select that fighter. Put a lower-right “Selected Fighter” panel: when nothing is selected, show “No fighter selected.” When selected, show its ID, team, weapon, and alive/dead status, followed by horizontal health bars and numeric values for head, torso, leftArm, rightArm, leftLeg, and rightLeg; a severed part should display zero. Keep HUD statistics updated during the simulation.

Support camera interaction with left-drag orbit, right-drag or Ctrl-drag pan, and mouse-wheel zoom. The camera should be constrained to a sensible elevated angle and bounded zoom distances. Use responsive full-screen layout, with the HUD panels floating over the canvas and narrowing on smaller screens. Maintain the clean minimal visual style shown: simple geometric characters, bright team colors and weapon accents, dark glass-like panels, and no invented score, ammo, or lives systems.

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