Arcade › Souls First Island
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.
Nobody has said anything about Souls First Island yet. Play it, then tell Akindele Funmilayo what you would add next.
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.
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-playable 3D third-person action RPG arena titled “SOULS: FIRST ISLAND,” with the subtitle “BONE SOUL AWAKENS.” Use Three.js-style real-time 3D rendering, a perspective camera following the player from behind at a roughly 7-unit distance, and orbit camera control by dragging on the right side. The player is a humanoid armored adventurer/bone-soul warrior centered in the scene, moving with WASD or a left stick, with jumping supported by the third-person controller. Keep the player on a gloomy circular floating island/court: a very dark navy sky/background with matching fog, a large charcoal ground disc, a smaller flattened purple-plum circular combat path, scattered dark ruined block structures around the perimeter, angular rocks, and grave markers made from dark stone slabs with pale bone-like cross pieces. Use strong soft shadows, cool blue-violet ambient/rim lighting, and a warm peach directional light for a dramatic dusk/graveyard look. The visible scene should feel sparse, ominous, and stylized rather than photorealistic. Place three hostile creatures in the court: two smaller red/dark demon-like Bone Raiders near the player and one larger Grave Warden boss farther ahead. They should use simple idle/walk/hit-react behavior, with the smaller enemies slowly pursuing the player when farther than about 2.4 units. The boss should have 100 HP, a prominent top-center HUD health bar, and periodically attack when within about 5 units by creating a red impact ring and several bone spikes around the player. Enemies disappear when their HP reaches zero. The player’s attacks are directional based on the camera’s forward direction and should create visible stylized effects: pale gold impact rings and soul particles for melee, bone projectile and cyan particles for Bone Spear, circular rising bone spikes and a pale blue ring for Grave Spikes, a short forward dash with pink ring and bone particles for Bone Rush, and a ring of large bone spikes around enemies for Bone Cage. Include a three-step sword-combo counter: each LMB/space attack cycles combo 1–3, has a short cooldown/attack lock, damages enemies in a close hit area, and the third hit deals more damage. Bone Spear launches a long pale bone projectile forward and damages enemies it intersects. Grave Spikes creates seven spikes around the player and marks nearby enemies hit. Bone Armour toggles an armor state, adds a dark magenta emissive tint to the player and small surrounding spikes, and updates the status message. Bone Rush moves the player forward about 3.2 units. Bone Cage surrounds every living enemy with eight spikes and damages them. Awaken toggles a larger “Bone King” state, scales the player up slightly, creates small spikes around the body, and updates the status message. Preserve the spectacle of particles, expanding/fading rings, rising spikes, and short-lived projectiles. Build the HUD as fixed translucent dark glass panels over the canvas. At upper left show the eyebrow text “ACTION RPG · CHAPTER 01,” large serif title “SOULS: FIRST ISLAND,” and subtitle “BONE SOUL AWAKENS.” At top center show “GRAVE WARDEN · PHASE I” above a rounded horizontal boss bar filled with a red-to-peach gradient, initially full, decreasing with boss damage. At bottom left show the control legend: “LMB Sword Combo,” “Q Bone Spear,” “E Grave Spikes,” “R Bone Armour,” “F Bone Rush,” “X Bone Cage,” and “C Awaken,” with each key in a purple rounded label. Center-bottom show a pill-shaped status line initially reading “WASD / left stick to move · drag right side to orbit · survive the Court,” changing to “BONE ARMOUR ACTIVE” or “Bone Armour faded,” and “BONE KING AWAKENED” or “Awakening sealed” when those toggles are used. At bottom right provide four large circular purple touch buttons labeled ATTACK, SPEAR, SPIKES, and RUSH that trigger the same actions as keyboard/mouse controls; make the layout responsive for narrow mobile screens. Use title-case/serif display typography, cool lavender text, rounded borders, subtle blur and shadows. Include responsive resize handling and ensure desktop mouse/keyboard and mobile touch interaction both work.