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Shattered Monastery

  • 3d
  • action-rpg
  • isometric
  • fantasy
  • dungeon-crawler
  • quest
  • low-poly
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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. James Bond built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shattered Monastery yet. Play it, then tell James Bond what you would add next.

Make your own game

Shattered Monastery was built by James Bond 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 Shattered Monastery 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 Shattered Monastery

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 action-RPG called “Shattered Monastery” using Three.js. Use a dark gothic, low-poly/isometric presentation: a perspective camera follows the player from roughly (+10, +12, +10), looking down at the character, with a very dark blue-black ambient environment, dim directional light, stone-gray floors, black-gray walls, emissive orange torches/lanterns, and purple/blue magical lighting. Keep the whole playable area on a broad flat dungeon floor, with movement bounded approximately from x=-19 to 68 and z=-18 to 18.

World layout: begin in Haven’s Rest, a gray cobblestone-like plaza on the left side of the map, with a blue magical circular fountain around x=5,z=-4, four orange emissive lanterns along the back edge, and three simple NPCs made from low-poly cylinders and spheres: Blacksmith Garrick around (-8,-6), Merchant Mira around (-8,6), and Elder Orin around (10,-5). Place a tall translucent purple portal-like cylinder near (16,0), a large brown locked gate around (22,0), then a connected Shattered Monastery dungeon extending to the right. The dungeon has a darker floor, three room sections separated by dark wall dividers around x=30, 46, and 62, with wall segments on the north and south sides and orange torches in the rooms. The player can move through the open corridor/rooms once the quest is accepted. Use a locked gate visual before the dungeon and hide/open it when the quest is accepted.

Player: load or approximate a low-poly armored knight character, starting at (0,0,0), with 100 HP, 50 mana, level 1, zero XP and zero gold, base damage 10, movement speed 6. Support both click-to-move (left click on the floor) and WASD/arrow-key movement. Rotate the knight toward its movement direction and play an idle animation if a model is available. Camera follows the player continuously. Mana regenerates slowly at 2 per second.

Quest and NPC interactions: pressing E near an NPC opens a styled dark dialogue box. Elder Orin offers the quest “Kill the Unweaver Acolyte in the Shattered Monastery.” Accepting it sets the quest active, opens/removes the dungeon gate, and spawns the initial dungeon enemies. Garrick offers a 100-gold weapon upgrade that adds +5 damage (and increases equipped weapon value if applicable). Mira sells three common healing potions for 75 gold total when inventory space permits, or lets the player sell all inventory items for gold based on rarity. Dialogues have buttons for accepting, buying, selling, upgrading, closing, or postponing.

Combat: left-click when close to an enemy performs a basic melee attack on the nearest enemy within about 2.1 units, dealing current player damage with a 0.5-second cooldown. Right-click, or the on-screen Void Slash button, casts a purple circular particle attack if at least 15 mana is available; it costs 15 mana, has a 4-second cooldown, and deals 25 damage to all enemies within about 3.2 units. The Echo Dash ability, activated with the on-screen button or keyboard key 1, costs 10 mana, has a 3-second cooldown, and moves the player 6 units forward based on the current target/facing direction, leaving a brief blue particle. Prevent the context menu on right-click.

Enemy progression: when the quest starts, spawn five ordinary low-poly zombie enemies around the first dungeon section, at approximately (32,-5), (35,6), (38,-3), (29,4), and (41,2). Ordinary zombies have 50 HP, 5 contact damage, speed 3.5, aggro radius 8, melee attack range about 1.5, grant 20 XP, and drop 5–15 gold. They patrol locally when not aggroed, chase the player when nearby, and show a floating green/red HP bar above them. After the player passes into the dungeon (around x>23), spawn the monastery encounter once: purple-tinted cultist enemies distributed through three rooms, approximately at (33,-8),(33,7),(36,0),(39,-4),(39,5),(48,-6),(48,6),(51,-2),(51,3),(56,-7),(56,8),(59,0), plus a final boss at (60,0). Cultists have 50 HP, speed 2.8, 12 damage, aggro/ranged attack range 6, and fire small purple projectiles toward the player; they grant 20 XP and ordinary gold. The boss is a much larger enemy with 300 HP, speed 3.2, 18 damage, 1.8 attack range, 20 aggro range, 80 XP, and 80 gold. Tint cultists and the boss purple.

Boss behavior and victory: when the boss falls below half health, enter phase 2. Every roughly 4.2 seconds, create a translucent purple warning/AOE circle around the boss lasting about 2 seconds; when it resolves, damage the player for 22 HP if within 3.5 units, and summon two additional purple cultists if the enemy count is below nine. Killing the boss grants victory: show a large green “VICTORY! The Unweaver is defeated. Return to Haven’s Rest.” overlay and create a green return portal near (60,0). Walking within about 3 units of that portal teleports the player back to Haven’s Rest around (2,0), hides the victory overlay, and clears remaining enemies and loot.

Loot and progression: enemies have a 40% chance to drop loot, represented by a floating vertical colored beam plus a low-poly sword, potion bottle, or colored cube. Rarities are common (light/white), magic (blue), rare (yellow), and legendary (orange), with randomized item values: common weapons or potions +2–5, magic weapons/armor +6–10, rare weapons +14–19, and legendary weapons/armor +24–31. Left-click near a dropped item within 2.5 units picks it up. Maintain a 20-slot inventory. Press I to toggle a centered inventory panel with a 5x4 grid; show sword, shield, or potion symbols, color slot borders by rarity, and allow clicking an item: potions restore 30 HP, weapons replace the equipped weapon and set damage to 10 plus item value, and armor raises max HP to 100 plus its value. If full, leave a duplicate loot item on the ground.

Leveling and HUD: killing enemies adds XP; every 100 XP raises the level, adds 20 max HP, fully restores HP, and restores mana. Put a persistent bottom HUD over a translucent black strip: a red rounded HP bar, a narrow yellow XP bar, a blue rounded mana bar, “LVL 1” (updating), and bright yellow “Gold: 0” (updating). Put two clickable ability tiles above the bottom HUD labeled “Void Slash” and “Echo Dash,” with dark panels, purple/blue borders, and a dark cooldown fill overlay. Show the inventory, NPC dialogue, and green victory overlay as centered/positioned HTML UI panels above the canvas. Use simple low-poly geometry and loaded GLB assets where available (knight, zombie, sword, potion), with shadows, emissive materials, translucent magic effects, floating HP bars, purple projectiles, and animated/flickering torch atmosphere. If the player reaches zero HP, stop normal movement/combat and leave the character defeated in the scene; do not invent extra systems beyond these mechanics.

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