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Arcade › Shardbound Trials
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Elysé Joyeux built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Shardbound Trials yet. Play it, then tell Elysé Joyeux what you would add next.
Shardbound Trials was built by Elysé Joyeux 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 Shardbound Trials 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 browser-based 3D third-person action game titled “Shardbound Trials” using Three.js. The game takes place in a dark, atmospheric abstract arena world with a deep navy background, matching navy fog, soft shadows, and clean low-poly geometric modeling. Use a perspective camera following behind and above a simple cyan/light-blue rectangular player avatar. The camera should smoothly follow the player and orbit via mouse movement or the arrow keys; clamp vertical camera pitch. Give the scene a cool stylized lighting setup with a bright hemisphere light and directional sunlight, subtle emissive materials, and fog. The run consists of four sequential compact arenas/trials. Each arena is a 24-by-24 flat floor populated by about ten randomly placed low-poly stone-block ruins/obstacles. Reset the player to the near end of each arena when it loads, and preserve cumulative coins, gems, and health across the run. The player moves with WASD, jumps with Space using simple gravity and ground collision, attacks with left mouse click or F, interacts with E, and pauses with Escape. Movement should be smooth with acceleration, a maximum speed around 5, arena bounds around x=-10..10 and z=-10..10, and player rotation should face the movement direction. The player has 100 health, shown as a horizontal red-to-gold health bar. Trial 1 is “Ruined Temple,” with three pink/red glowing rectangular sentinel enemies. The objective shown in the HUD is “Defeat 3 sentinels: 0/3.” Sentinels have one hit point and chase the player when within roughly 9 units; contact drains player health over time. A click/F attack has a short cooldown and hits every enemy within about 2.7 units, producing small bright particle bursts. Defeating all three completes the trial and rewards 25 coins and 1 gem. Trial 2 is “Crystal Cave,” using a purple-toned arena background/fog. Place five floating cyan emissive octahedral crystals around the arena. They slowly spin and bob vertically; when the player gets within about 1.3 units, the crystal disappears with particles, increments the objective and gem count, and the objective reads “Collect 5 crystals: n/5.” Collecting all five completes the challenge and awards 35 coins and 2 additional gems. Trial 3 is “Sky Ruins,” using a teal-toned background/fog. Build a broken bridge from seven separated or offset gray stone platforms, arranged across the arena toward a gold rectangular gate/reward object at the far end. The objective is “Cross the broken bridge.” When the player reaches the far end around z less than -6, complete the trial (E interaction can also trigger completion near that location), award 45 coins and 3 gems, and show the reward screen. Trial 4 is “Obsidian Arena,” using a dark red/maroon background/fog. Spawn one larger red/pink emissive guardian cube/rectangular enemy with about 5 hit points. It slowly chases the player and damages the player on contact. The objective is “Defeat the guardian: 0/1.” Close-range attacks reduce its health, briefly enlarge it when hit, emit pink particle effects, and hide it when defeated. Completing this final challenge awards 100 coins and 5 gems, then the final victory screen says the trials are complete and displays the final haul. The HUD is fixed over the game with translucent dark glass panels, thin blue-gray borders, rounded corners, and white/cool-blue typography. In the upper left show coin and gem counters with coin and diamond icons and the health bar. In the upper right show the current label such as “TRIAL 1 / 4 · RUINED TEMPLE,” the objective and progress, and the instruction line “WASD move · Mouse/Arrows camera · Space jump · E interact · Click/F attack · Esc pause.” Use the title-screen overlay shown at startup: a centered translucent panel reading “Shardbound Trials,” explanatory text about clearing four compact arenas, collecting shards, banking rewards, and gameplay using an abstract InputState that can later accept a serial controller, plus a cyan “Start Trial” button and the small note “Keyboard source active · Arduino stub included in input/arduino-serial.js.” Starting hides the title overlay and builds Trial 1. After each completed objective, pause gameplay and show a centered “Challenge clear” reward overlay with the earned coins and gems and a “Continue” button; for the last arena use “Guardian defeated” and then show a “Trials complete” victory overlay with the final haul and a “Play again” button. Escape toggles a “Paused” overlay with a Resume button. If health reaches zero, stop gameplay and show “Run ended,” the banked coin/gem totals, and a Restart run button. Restart resets the run to Trial 1, 100 health, and zero currency. Add small burst particles on attacks, pickups, and rewards. Keep the overall look minimal, polished, dark sci-fi fantasy, and explicitly abstract rather than detailed realistic environments.