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SOULS: FIRST ISLAND

  • 3d
  • action
  • soulslike
  • boss-fight
  • third-person
  • fantasy
  • mobile-friendly
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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. Akindele Funmilayo built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about SOULS: FIRST ISLAND yet. Play it, then tell Akindele Funmilayo what you would add next.

Make your own game

SOULS: FIRST ISLAND was built by Akindele Funmilayo 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 SOULS: FIRST ISLAND 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 SOULS: FIRST ISLAND

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 third-person 3D action-combat game titled "SOULS: FIRST ISLAND". Set it on a small stylized dark fantasy island surrounded by a flat dark-blue water disk. The island is a flattened circular patch of deep green ground, edged with scattered low-poly gray rocks, with a few dark tree trunks topped by glowing pale bone/purple cone-shaped crowns. Add sparse grave markers, a broken stone ruin wall, and a stone arch/court structure so it feels like a haunted soul village and graveyard. Use a dark navy sky/background and fog, dramatic warm directional light, cool purple rim light, soft shadows, and low-poly/Quaternius-style geometry with bone-colored glowing materials and burgundy accents.

The player is a humanoid armored warrior/bone-soul avatar in the center of the island, viewed from a close over-the-shoulder third-person camera. The camera follows the player and can orbit around them; movement is character movement relative to the camera. Support keyboard movement (WASD), Space for dash/jump behavior through the third-person controller, and drag on the right side of the screen to orbit. Also provide mobile-friendly on-screen controls: a translucent virtual joystick/movement area at lower left, a large circular ATTACK button at lower right, and six circular ability buttons along the bottom/right. Keep a small crosshair at screen center.

The core goal is to fight the enemies and the boss on the island. Spawn two regular enemies near the player: a dark melee hollow knight with a pale skull and glowing eye, and a red-toned ranged bone archer with a skull and glowing eye. Also spawn a large enemy named GRAVE WARDEN near the far side of the island; scale it to roughly 2.2 times normal size and give it 360 HP. Show a centered top boss panel with the label GRAVE WARDEN, a red-to-gold health bar initially full, and phase text initially "PHASE I · THE SENTINEL". Change the boss phase to "PHASE II · THE WARDEN" below 240 HP and "PHASE III · THE GRAVE KING" below 120 HP, with a purple/red impact effect when phases change. Enemies should approach for melee attacks, the ranged enemy should periodically fire small red bone bolts from a distance, and nearby enemies should damage the player. Defeated enemies should shrink away and emit purple rings.

The basic attack is a three-hit combo. Each press of J or the ATTACK button advances combo 1, 2, 3 if pressed within roughly half a second, then resets; play sword attack/punch animation, create bright orange/pale-bone sword trail streaks, impact flashes and rings, and deal increasing close-range damage to the nearest enemy within about 3.2 units. Successful hits increase the SOUL counter based on damage. The player starts with HP 100 and SOUL 0. Display these at the top right as "HP 100 · SOUL 0" and update them during combat.

Implement the six visible abilities, with keyboard and button bindings: Q SPEAR launches a glowing bone spear projectile forward in the camera-facing horizontal direction and deals damage on impact; E SPIKES creates multiple glowing bone spikes at every enemy within about 7 units and damages them; R ARMOUR gives temporary damage reduction and surrounds the player with floating bone ring/plate pieces for about 9 seconds; F RUSH briefly propels the player rapidly forward, leaving small bone spike effects; G CAGE creates a circular cage of glowing bone ribs around each enemy within about 9 units and deals a large hit; T KING/AWAKEN permanently switches the player into an awakened bone-king state, adds a glowing crown and shoulder spikes, boosts attack damage and grants an armor-like state, with a large purple ring effect. Use the exact HUD labels Q SPEAR, E SPIKES, R ARMOUR, F RUSH, G CAGE, and T KING. Abilities may be used directly as shown; no invented inventory or progression screen is needed.

Use a polished compact HUD over the game: translucent dark purple/navy rounded panels with thin gold borders, subtle blur and glow, cream text with gold title accents. At top left show "SOULS: FIRST ISLAND" and "SOUL VILLAGE · BONE SOUL AWAKENED". At top right show HP and SOUL. Center-top boss bar is hidden only if no boss exists, but in the starting encounter it is visible. Put a small bottom hint reading approximately "WASD / joystick move · drag right side to orbit · Space dash · J attack · Q spear · E spikes · R armour · F rush · G cage · T awaken". Make it responsive for desktop and touch/mobile, with circular purple ability buttons and a burgundy/orange attack button. Add simple short oscillator-like combat blips if audio is available, but prioritize the visible combat, effects, camera, and responsive controls.

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