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Arcade › Shadow Warrior
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ahmad Rifai built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Shadow Warrior yet. Play it, then tell Ahmad Rifai what you would add next.
Shadow Warrior was built by Ahmad Rifai 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 Warrior 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 mobile-friendly third-person 3D action-adventure game titled "Shadow Warrior". Use a low-poly, colorful, toy-like Three.js visual style with soft shadows, simple box/cylinder/sphere geometry, and a bright blue sky with atmospheric fog. The camera follows a small stylized warrior from behind at a moderately elevated perspective, with an on-screen movement joystick supplied by the third-person controls; the player can move, jump, and face the direction of travel. Place the player near the south end of a connected linear world and lead them north along a wide tan dirt path through three zones: Village, Forest, and Cave. Player: represent the Shadow Warrior as a very simple dark nearly-black rectangular body, with a round gold/yellow head and a gray sword attached at the right side. Start at approximately the south end of the Village, facing toward the path. Give the player 100 health, 100 stamina, and basic sword damage of 12. Add large circular touch controls at the lower right labeled "ATTACK" with a crossed-swords icon and "DODGE" with a curved dodge icon. Attack has a short cooldown (about 0.45 seconds) and damages every nearby enemy within roughly 3.4 world units. Dodge consumes 25 stamina, has a short cooldown, and rapidly moves the warrior forward about 2.8 units while making the player invulnerable during the dodge window. Regenerate stamina gradually, about 18 points per second, up to 100. On desktop, retain third-person keyboard/controller movement, while the touch layout should show the large action buttons and a movement joystick. Village zone: build a green grass clearing with several simple mud-colored rectangular houses and dark purple/brown conical roofs, a central stone well with a wooden circular rim, and a wooden market stall with a dark canopy and a gold-colored merchant block. Include a wooden signpost beside the path reading/communicating the route toward the forest; the opening objective should be "Follow the sign toward the forest." Scatter gold coin pickups around the village and along the route. Coins are collected automatically when the player comes within about 1.6 units. The HUD should offer a sword upgrade in the village once the player has at least 25 coins: a button labeled "Upgrade sword · 25 coins" that costs 25 coins and permanently raises sword damage from 12 to 22, only once. Forest zone: continue the same path into a green forest area with blocky cube-like trees, bushes, and low-poly rocks. Use a mixture of simple stylized tree models with chunky green cubic foliage and brown trunks. Place four fixed enemies along the forest route: two red Bandits and two gray/stone-colored Wolves, with positions distributed deeper in the forest. Bandits have 30 health and deal 6 damage at close range; Wolves have 50 health, pursue the player from farther away, move faster, and deal 9 damage. Enemies should approach the player when within their detection ranges, turn toward the player, and attack on cooldown. Defeated non-boss enemies disappear and drop approximately 5–10 gold coins, then respawn at their original locations after about 30 seconds. Place a few red health potions around the forest; collecting one within about 1.6 units removes it and restores 30 health up to the 100 maximum. When entering the Forest, update the objective to "Find the cave entrance." Cave zone: at the far north end, transition to a dark area with a large dark cave mouth/entrance structure and two wooden torch posts bearing bright orange glowing block flames. Entering this region should spawn a single large boss centered near the cave. The boss should be a much larger dark/stone block-bodied enemy with a gold head, 200 health, and a long detection range. It slowly pursues the player, attacks for 12 damage about every 2.2 seconds, and sometimes telegraphs a stronger attack with a brief warning period before applying 20 damage if the player remains within about 4.5 units. The dodge invulnerability must let the player avoid damage. Set the objective in this zone to "Defeat the cave boss!" Defeating the boss immediately wins the game and displays a centered end overlay saying "You Win!" with text that the village is safe and the number of coins collected. If health reaches zero, stop gameplay and show "Game Over" with the message "The shadow consumed your last breath." Include a "Play Again" button that reloads/restarts the adventure. World layout and geometry: use three connected ground slabs along the Z axis, with green Village and Forest ground and a very dark Cave ground; a tan path should run straight through all three zones. Add fog so distant scenery fades into the blue background. Use warm directional sunlight, cool hemisphere fill light, cast/receive shadows, ambient occlusion-like dark materials, and a saturated low-poly palette: grass green, tan path, brown wood, muted red enemies, gray stone, dark purple roofs/cave, orange torches, and bright gold coins. Keep the environment uncluttered enough that the path and sign clearly guide the player. HUD: overlay the game with translucent dark rounded panels. At upper left show "HEALTH 100 / 100" above a red/orange horizontal health bar and "STAMINA 100 / 100" above a cyan/blue horizontal stamina bar; update both continuously. At upper right show a gold diamond/coin symbol and the current coin count, with a separate zone label such as "Village", "Forest", or "Cave" underneath. Center the current objective in a translucent panel near the top. Begin with a full-screen dark translucent title card containing "Shadow Warrior", the instruction "Defeat the boss in the cave to save the village.", and a "Begin Adventure" button. On touch-sized layouts, mention/use the on-screen movement joystick and action controls. Do not add unrelated weapons, quests, inventory systems, ranged attacks, or mechanics beyond this village-to-cave sword adventure.