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Shattered Seals

  • 3d
  • third-person
  • action-adventure
  • dungeon
  • mobile
  • exploration
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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. Akhilboini built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shattered Seals yet. Play it, then tell Akhilboini what you would add next.

Make your own game

Shattered Seals was built by Akhilboini 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 Seals 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 Seals

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 playable 3D third-person mobile-friendly action-exploration game titled "Shattered Seals", specifically Level 1: "The Gateway of Pataliputra". The game takes place in a dark subterranean ancient Indian/Mauryan-style vault beneath Bihar, with a long narrow dungeon corridor running along the Z axis. Use a low-poly modular dungeon aesthetic: dirt/stone floor tiles, dark stone side walls, repeated stone pillars, wall-mounted lit torches, scattered rubble, dim blue-black fog, and warm torch/altar accents. Use a perspective camera following behind and slightly above the player; allow right-drag camera rotation. The player is a stylized low-poly adventurer character, starting near the corridor entrance around the south end, and moves through the vault toward the north/far end. Provide third-person movement with a virtual left stick or equivalent touch movement, desktop keyboard fallback, jumping with Space or a high tap, and gravity. The corridor should be approximately 50+ world units long, with side platforms and an altar at the far end. Place six decorative pillars around the corridor, torches along the walls, and a gray rubble block in the passage. Include a cute/stylized demon enemy patrolling near the central corridor. When the player comes within roughly 12 units, the demon should pursue them, face them, and damage them on close contact; when distant it patrols back and forth. Include falling dodecahedral stone debris hazards: several begin suspended high above random positions in the corridor, activate after random delays, fall under gravity, damage the player for 18 HP if they hit within about 1.1 units while low, then disappear; spawn additional debris periodically up to a small limit. The player starts with 100 HP. On contact with the demon, deal 12 damage and push it back. Add an "Urumi Strike" action button with a cooldown of about 0.62 seconds: if the demon is within about 3.8 units, show "Urumi strike!", play a sword-slash animation if available, knock the demon away, and reproduce the existing implementation behavior where the strike calls a negative 22 damage operation on the player (effectively healing 22 HP, capped at 100) rather than having a tracked enemy health bar; if out of range show "Too far for Urumi". Add a "Grapple" button that displays "Grapple fired" and gives the player a forward boost of about 3.8 units with a slight upward component. Add a "Surya Torch" button that displays "Surya Torch lit", temporarily changes directional lighting and fog distance to illuminate the vault for about 2.8 seconds, then restores the normal lighting. Add a "Divya-Drishti" button (also keyboard F) with a roughly 1.4 second cooldown that displays "Divya-Drishti activated — runes revealed" and temporarily increases the emissive golden glow of all uncollected inscriptions and the final altar for about 1.6–1.8 seconds. Add a "Crouch" toggle that scales the player vertically to about 72% height, changes the button appearance, and displays "Stealth stance" or "Stand"; it is primarily a stance toggle and does not need a complex stealth system.

Place exactly three collectible copper inscription plates: one near x=-1.8,z=-16, one near x=2.1,z=-3, and one near x=-0.6,z=8. Make each a small thin rectangular metallic copper/gold plate lying close to the floor, with warm emissive glow. Automatically collect one when the player comes within about 1.6 units: remove/fade it, increment the counter, display "Inscription recovered +1", and after all three display "All inscriptions recovered! Reach the altar". The mission is to collect all three and then reach a stone altar/Sun Temple mechanism at the far end around z=18; if all three are collected and the player is within about 2.8 units, display "Activating the Sun Temple mechanism..." and after a short delay show a dark victory overlay: "Seal Fragment Secured", "You have activated the first mechanism.", and "Level 1 Complete • 3/3 Inscriptions recovered", with a "Replay Level 1" button that reloads/restarts the game. Do not allow victory before all three plates are collected.

Build the HUD as a fixed overlay over the 3D view. In the upper-left show a dark translucent status panel with "HP 100" and a red horizontal HP bar, "Soma 80" and a blue horizontal bar initially at 80%, and the mission text initially "Search the vault for 3 inscriptions" (or dynamically "Collect inscriptions (0/3)" and update through 3/3). In the upper-right show a compass direction, initially N, and the label "PATALIPUTRA VAULT". Along the bottom-left show small instructions: "Left: Move    Right drag: Camera" and "Jump: Space / Tap high". Along the bottom-right stack dark rounded action buttons labeled "Urumi Strike", "Grapple", "Surya Torch", "Divya-Drishti", and "Crouch". Use white text, subtle shadows, translucent charcoal panels, and rounded borders. Center-screen transient messages should appear in a dark translucent rounded box and fade out after roughly two seconds.

Start with an almost black full-screen intro cutscene overlay, matching the visual presentation of the reference: centered warm beige title "The Gateway of Pataliputra", narrative text: "Ray thinks he's digging up gold. He has no idea he's unsealing a prison built by the Mauryans...", smaller text "Kaviraj Shastri descends into the ancient vault beneath Bihar.", and a prominent green rounded "Enter the Vault" button. Hide this overlay when pressed and show a brief hint such as "Left stick to move. Collect the 3 plates." The renderer should be performant and dark, with fog and only modest lighting; use a hemisphere light and directional warm light, no elaborate extra effects. Ensure touch input prevents page scrolling and the game fills the viewport in landscape or portrait mobile layouts.

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