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Shadow Reckoning

  • 3d
  • third-person
  • ninja
  • action
  • arena
  • offline
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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. Nikhil Rajput built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shadow Reckoning yet. Play it, then tell Nikhil Rajput what you would add next.

Make your own game

Shadow Reckoning was built by Nikhil Rajput 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 Reckoning 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 Shadow Reckoning

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.

Recreate a browser-based 3D third-person ninja action game titled "SHADOW RECKONING" with a dark futuristic shinobi interface and a hidden nighttime valley training arena. Start with a short boot/loading screen: a glowing cyan outlined diamond/sigil with nested violet and red outlines, the SHADOW RECKONING brand, the subtitle "OFFLINE SHINOBI OPERATIONS," a cyan/violet progress bar, and changing loading text such as "CALIBRATING CHAKRA," "LOADING VALLEY ASSETS," and "READY." Then show the main menu over a nearly black navy background. At the upper left, show "SECTOR 07 // NIGHTFALL PROTOCOL," a huge two-line title with SHADOW in pale blue-white and RECKONING in bright cyan, and this exact descriptive tone: "A fast, original third-person ninja action game. Train in the hidden valley, master elemental arts, and break the siege of the Ashen Clan." Provide four large dark glassy buttons in a 2-column layout: PLAY OPERATIONS (cyan/violet highlighted), CHARACTERS, MISSIONS, and SETTINGS. Display a local-save summary such as "LOCAL SAVE // 240 NINJA COINS // 1 OPERATIVES" near the bottom of the menu.

The main playable view is a real-time Three.js-style 3D third-person camera following a stylized humanoid male ninja model. The player starts around (0,0,4), with the camera behind and above him at roughly six units distance. Build a broad flat square valley ground, dark teal-green with fog fading into a deep blue-black horizon. Scatter approximately 22 irregular gray rocks, 16 simple low-poly pine trees with brown trunks and dark teal cone crowns, and six small dark red/purple lantern-like cylinders in a row. Put a glowing blue-teal torus training ring on the ground near the center. Use cool blue hemisphere lighting, a warm peach directional key light with shadows, and a blue rim light; use a dark navy foggy atmosphere, shadows, ACES-like tone mapping, and low-poly game-asset styling. Load or use animated ninja, warrior, and larger ninja/boss humanoid models. The player has idle, walk/run, sword-slash, punch, and death animations; enemies have idle, walk/run, and death animations.

Before deployment, show a mission selection modal titled "MISSION SELECT" with the eyebrow "CHOOSE OPERATION" and six cards: OPEN WORLD (explore the valley, clear enemy camps, and face the Gatekeeper), 1 VS 1 // RIVAL (one arena and one rival), 2 VS 2 // ASSAULT, TRAINING, BOSS // GATEKEEPER, and SURVIVAL. Include DEPLOY and BACK buttons. Implement the actual behavior represented by the source: open-world and survival spawn three warrior rivals, duel and training spawn one warrior rival, squad spawns two warrior rivals, and boss spawns one larger boss ninja with 420 HP. Do not imply unimplemented special wave/timer behavior for survival. The player has 100 HP; ordinary rivals have 100 HP and the boss has 420 HP. Enemies chase the player, walk toward them when farther than about three units, and attack in melee range, damaging the player for 8 (ordinary) or 14 (boss) with cooldowns around two seconds and 1.4 seconds respectively. A defeated enemy remains visually present with a death animation and dark purple emissive tint.

The HUD overlays the 3D world without blocking it. At top left place a dark translucent panel labeled "SHINOBI // KAIRO" and a Ninja Coin counter. Under it show three horizontal meters: a red/orange health bar, blue/violet chakra bar, and yellow/orange ultimate bar. Health drains from enemy attacks; chakra begins around 55 and regenerates slowly; ultimate begins at zero and charges slowly to 100. At top right show "ASHEN CLAN" and the selected target's HP percentage. At left below the meters show a cyan-accented quest panel whose title changes by mode: VALLEY RECON, RIVAL TEST, SQUAD ASSAULT, COMBAT LAB, or GATEKEEPER PROTOCOL. Its text says to defeat the marked enemies, practice the full kit, or defeat the Gatekeeper as appropriate. At bottom left provide a large translucent circular virtual movement stick; at lower right provide a smaller look stick and a circular action ring. The action buttons are JUTSU 1, JUTSU 2, STRIKE, DASH, BLOCK, ULT, and JUMP, with STRIKE as the larger central circle styled dark red/pink. Also include a small bottom hint: "WASD / arrows to move · Space jump · Shift dash · tap the action ring."

Controls: support keyboard WASD/arrow movement through a third-person control system, Space to jump, Shift to dash, J to use JUTSU 1, K for JUTSU 2, L for ULTIMATE, and F for STRIKE, plus touch virtual sticks and on-screen action buttons. Strike only works against a selected enemy within roughly seven units; if no valid target is selected, choose the next living enemy. Strike deals 26 damage, JUTSU 1 deals 38, JUTSU 2 deals 54, and ULTIMATE deals 110 damage but only when the ultimate meter is full; reset ultimate on use. Jutsu and ultimate consume chakra (18, 28, and 40 respectively), while strike costs none. Show brief toast notifications such as "COMBO HIT," "JUTSU1 IMPACT," "ULTIMATE IMPACT," "SHADOW DASH," "GUARD," "TARGET DOWN +40 NC," "GATEKEEPER DEFEATED +300 NC," "INCOMING HIT," and "MISSION COMPLETE +100 NC." Attacks should create short-lived colored particle bursts around the target: pink for ordinary strike, blue for JUTSU 2, warm yellow/orange for ultimate, and impact particles when the player is hit. Add slight camera shake on attacks, especially ultimate.

When all enemies are dead, complete the mission, award 100 Ninja Coins except training (which awards no completion bonus), increment victories/missions, save locally, and return to the mission selection after a brief message. Award 40 coins per ordinary defeated enemy and 300 for the boss. If the player dies, play death animation, show "MISSION FAILED," and return to mode select. Persist a local save with initial 240 coins, Kairo unlocked, missions 0, wins 0, and high graphics quality. The Characters screen should be a dark glass panel titled "OPERATIVE ROSTER" showing Kairo (Starter shinobi) as playable and four locked roster cards: Mira (Wind medic, 140 NC), Rook (Iron breaker, 220 NC), Vex (Void duelist, 300 NC), and Oro (Gatekeeper, 380 NC); clicking a locked card spends coins and marks it unlocked, while clicking unlocked cards only shows a selected toast. The actual combat player remains Kairo as represented by the HUD. Add Missions and Settings screens matching the same navy glass UI: Mission Board rows for Valley Recon "0 / 3 camps," Gatekeeper Protocol "LOCKED // 3 camps," Rival Test "REWARD 120 NC," and Shadow Relay "REWARD 80 NC"; Settings has LOW/MEDIUM/HIGH graphics buttons, camera sensitivity 1.0x, vibration ON, and RESET LOCAL SAVE. Use responsive layouts for mobile and desktop, bright cyan/violet highlights, thin blue borders, rounded panels, translucent overlays, and concise uppercase sci-fi typography.

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