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Arcade › Shadow Dojo
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Matilda Belle built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Shadow Dojo yet. Play it, then tell Matilda Belle what you would add next.
Shadow Dojo was built by Matilda Belle 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 Shadow Dojo 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 third-person 3D arena survival action game titled “Shadow Dojo.” The player controls a stylized storm-masked ninja in a dark cursed valley, viewed from an elevated over-the-shoulder camera that follows behind the character and looks toward the ground-level arena. The world is a bounded circular dark-blue/black clearing with a glowing blue boundary ring, dense low blue fog/mist particles, scattered dead crooked trees, broken rectangular stone ruins, and a central shrine made from a dark polygonal pedestal with a floating glowing pale-blue crystal. Use moody moonlit lighting, soft shadows, blue emissive shrine light, dark navy ground, and a mysterious low-poly fantasy aesthetic. The ninja is a compact readable silhouette: dark hooded head, bright blue visor strip, glowing blue scarf/collar ring, dark torso and limbs, and a short bright sword held at the side. Movement is free 360-degree arena movement relative to the camera. Support keyboard WASD and arrow keys, plus a mobile left virtual joystick. The player faces the movement direction with simple walking limb animation and is constrained inside the circular arena. The core loop is to survive sequential enemy waves. On starting, show a full-screen dark translucent overlay with the title, story text about crossing a cursed valley, control tips, and an “Enter the dark land” button. Wave 1 begins with 3 + (wave number × 2) shadow monsters, spawning one at a time around the outer edge of the arena. When all current and pending enemies are defeated, automatically start the next wave and display a brief wave message. Waves become denser, and from wave 3 onward some enemies are stronger brutes. Enemies are shadow beasts that continuously chase the player while swaying/strafe-moving. Normal crawlers are small dark-purple rounded creatures with a black jaw, glowing lavender eyes, and three legs; they have 30 health, move around 3.2–3.7 speed, and deal 10 contact damage. Brutes are larger dark magenta creatures with a black jaw, glowing pink eyes, four legs, 54 health, slower 2.2 speed, and 18 contact damage. Enemies attack when close with a cooldown, knock back slightly on contact, and are removed when their health reaches zero. The attack is a short-range sword slash activated by Space, J, or a mobile right-side SLASH button. It has a brief attack animation/cooldown, swings the sword, and affects every enemy within roughly 2.3 world units of the player. Each slash creates a pale-blue expanding partial circular arc around the ninja and hit sparks; normal enemies take 24 damage and brutes take 20 damage. Killed enemies release a small floating glowing blue octahedral spirit shard that rises, spins, fades, and adds 10 score for a crawler or 18 for a brute. Include hit flashes/small colored light bursts for impacts. Add a dash activated by Shift, K, or a mobile DASH button. The dash lasts briefly at much higher speed, has a 1.2-second cooldown shown visually by dimming/grayscaling the DASH button, and grants brief invulnerability so it is useful for evading heavy hits and repositioning. Display a short “Shadow step!” message when used. HUD: fixed translucent dark panels with thin blue-white borders. In the upper left show “Shadow Ninja,” spirit shard score, Wave number, Monsters remaining (alive plus not-yet-spawned), and a horizontal health bar that transitions from green through blue/purple. In the upper right show a Mission panel reading that the player must cleanse the cursed land, defeat shadow beasts, chain sword slashes, and survive darker waves. Show centered temporary messages such as “Wave 1 — the fog stirs,” “Wave N — shadow beasts gather,” “Keep moving!”, and “Heavy hit!”. On mobile, show the circular left joystick at bottom-left and round SLASH and smaller DASH buttons at bottom-right. When health reaches zero, stop gameplay and show a dark defeat overlay titled “Defeated,” text stating how many monsters were cleansed and which wave was reached, and a “Rise again” restart button. Maintain a polished atmospheric presentation with subtle animated shrine crystal bobbing/rotation, rotating fog particles, glowing emissive eyes and crystal, slash arc expansion/fade, hit light flashes, and simple character/enemy animations. Do not add weapons, ranged attacks, upgrades, bosses, collectibles beyond the temporary spirit shards, or mechanics not described here.