Arcade › Shattered Way
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jason Roth built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Shattered Way yet. Play it, then tell Jason Roth what you would add next.
Shattered Way was built by Jason Roth 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 Way 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 exploration game titled “Shattered Way,” using Three.js-style rendering. The game should open in a dim, stylized school courtyard called Chapter 1 · The Glass. Use a third-person follow camera positioned behind and above the player, with mouse look, WASD movement, Shift to run, Space to jump, and E to interact; show the control hint at the lower left exactly as “WASD move · mouse look · Shift run · Space jump · E interact.” The player is Jason, represented by a dark blue-gray capsule-like humanoid character, centered in the scene and casting a soft shadow. Use a muted cinematic palette: blue-gray courtyard ground, dark teal/gray school architecture, strong directional shadows, light fog, and a dark atmospheric background. The HUD should be minimal and literary: “SHATTERED WAY” in large spaced uppercase serif lettering at the upper left, “CHAPTER 1 · THE GLASS” in small spaced uppercase lettering at the upper right, and contextual text centered near the bottom. Build the school courtyard with a large rectangular school building at the far end, a broad glass-front facade with several dark blue window panels, a dark roof slab, multiple low brown benches along the courtyard, and a pale rectangular path extending toward the camera. Place a glowing cracked-glass object near the right side of the courtyard around x=4, z=0, made from several small cyan/ice-blue translucent tetrahedral shards plus a bright outlined cracked rectangular frame; it should rotate slowly. Add three nearby schoolmates as simple capsule humanoids named Jeremy, Maya, and Noah, standing around the glass in dark blue, burgundy, and olive colors. At the start, display the objective prompt “Jeremy is waiting by the courtyard. Find the cracked glass.” When the player approaches within roughly four world units of the glass, allow E to interact. On interaction, prevent movement and play a short story transition: first show “Jeremy reaches for the glass…”, then show “The air fractures. A white flash swallows the courtyard.” Fade a white flash over the screen, remove the school scene, and transition to Chapter 2 · Elsewhere. Set the second scene in a dark misty forest with a nearly black-green background and denser fog. Place the player at the beginning of a large flat forest ground, populate it with scattered stylized low-poly trees and rocks, and add rows of short dark logs or barriers receding through the environment. The forest should use the same third-person controls and shadowed cinematic lighting. On entering it, briefly display the dialogue “Jason wakes beneath the trees.\n‘Where are we?’” in a dark translucent dialogue panel with a pale blue left border, then hide it after several seconds. Change the chapter HUD to “CHAPTER 2 · ELSEWHERE” and show the ongoing objective “Explore the forest. Find a way forward.” There is no combat, inventory, scoring, health, or enemy system: the core interaction is exploration, approaching the glowing glass, triggering the narrative teleport, and exploring the forest. Use soft shadows, fog, restrained geometry, translucent/emissive glass, and an understated surreal school-to-forest atmosphere.