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Click the game above and it runs right here in your browser. No download, no installer, no account needed. Akaninyene Ernest-Anthony built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Shadow Village yet. Play it, then tell Akaninyene Ernest-Anthony what you would add next.
Shadow Village was built by Akaninyene Ernest-Anthony 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 Village 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 exploration game titled “Shadow Village,” styled as a dark, atmospheric but colorful low-poly ninja adventure. Render a narrow village training path at dusk/night: dark blue-black sky/background with fog, cool blue rim lighting and warm directional sunlight, soft shadows, and a teal-green ground plane. The camera should follow behind the player at a roughly 6-unit distance with a moderately wide perspective view. The environment is a long straight training route. Put a brown packed-dirt path about 5 units wide down the center, extending along the Z axis. Add tall dark reddish-brown wooden walls along both sides. Behind the walls, place repeated simple village houses on both sides: squat brown rectangular buildings with dark navy blue shallow roof slabs. Add several wooden lantern posts along the east/right side of the path, each with a small glowing cyan-blue lantern. Near the far end, build a gate using two wooden posts and a dark roof-colored horizontal beam. Place a bright cyan glowing shrine/cone landmark near the route’s opposite end. The scene should use simple boxes, cylinders, and low-poly geometry, with cast and receive shadows and atmospheric fog. The player is a stylized animated ninja character loaded as a low-poly male ninja model, positioned initially at the south end of the path around z=15. Support third-person movement with WASD or arrow keys, mobile joystick input, Shift to run, and Space to jump. Normal movement speed is about 3.8 and running should be faster; use gravity and a jump impulse so the character can jump. Play Idle when stationary, Walk when moving normally, and Run while sprinting. Include an idle animated female ninja ally standing off the path on the west/left side near z=-4, facing toward the route. Include a large animated low-poly dragon guardian near the gate/far end around z=14, facing back toward the player; it uses a flying-idle animation and is a visual guardian rather than a combat opponent. There is no combat, health, inventory, or enemy attack system. Implement three selectable episodes, each consisting of three sequential waypoint missions. Episode 1 (“First Bell”) uses these waypoint positions: first near (0,0,-9), second at the east lantern around (2.8,0,-1), and third at the gate around (0,0,10). Its mission text is: “Reach the blue shrine beyond the training yard.”, “Touch the lantern marker on the east path.”, and “Enter the gate and face the dragon guardian.” Episode 2 (“Moonlit Trail”) uses points (2.8,0,7), (-2.8,0,1), and (0,0,-10), with text “Start the moonlit patrol at the east lantern.”, “Cross the village path and find your ally.”, and “Return to the shrine before dawn.” Episode 3 (“Sky Citadel”) uses points (0,0,10), (-2.8,0,-1), and (0,0,-9), with text “Pass through the sky-gate.”, “Find the hidden marker in the village.”, and “Reach the guardian shrine.” Before starting, show an initial mission overlay. The HUD should be fixed over the game with a translucent dark blue gradient panel in the upper-left, rounded corners, cyan border, and subtle shadow/blur. Display the uppercase title “SHADOW VILLAGE” in pale cyan, subtitle “An original ninja adventure — Episode 1,” a pill badge showing the current episode and mission number, the current mission sentence, and a gold status line such as “Progress 0 / 3.” Place a prominent rounded “Start Mission” button in the upper-right. Include an Episodes control that opens a dark dropdown/panel with buttons for Episode 1 — First Bell, Episode 2 — Moonlit Trail, and Episode 3 — Sky Citadel, each with its short subtitle. Along the bottom center, show a rounded dark instruction pill reading “WASD to move • Shift to run • Space to jump • mobile joystick supported.” Clicking Start Mission changes the button text to “Mission Active,” disables it, and begins waypoint progression. Display a glowing cyan torus marker at the current waypoint, rotating and gently pulsing. When the player comes within roughly 1.35 units of the active marker, advance to the next mission, update the badge, objective, and “Progress n / 3” status, and move the marker to the next point. After all three waypoints, show “Episode complete! Victory recorded.”, set progress to 3/3, and hide the marker. Selecting another episode resets progress, places the player back at the starting position, resets the button to “Start Mission,” and updates the objective. Keep the overall visual language consistent with the screenshot: clean game HUD, cyan glowing accents, dark navy background, teal/brown village geometry, and a simple cinematic low-poly ninja presentation.