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Arcade › Spirit Beasts
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Spirit Beasts was built by Kahiem Young 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 Spirit Beasts 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 polished 3D interactive creature field guide titled “Spirit Beasts.” This is an inspection/selection experience rather than a combat game: show one stylized low-poly spirit creature at a time in a small forest grove, and let the player choose among five beasts from a bottom card bar. Use a Three.js-style perspective 3D scene with a dark navy background and matching atmospheric fog (near distance around 11, far distance around 34). The camera starts centered on the selected creature from the front at roughly (0, 3.2, 8.5), with a perspective field of view around 42 degrees. Enable orbit interaction: dragging rotates around the creature, scrolling zooms, panning is disabled, distance is constrained approximately between 4.5 and 12, and orbit damping is enabled. The creature should slowly rotate continuously on its vertical axis, about 0.35 radians per second, while the camera can also be manually orbited. Build the environment as a simple low-poly forest grove. Put the creature on a large dark green circular ground disk, with a thin glowing/pale mint circular spirit ring beneath it (roughly radius 2.1, narrow width, semi-transparent). Scatter 18 trees around the perimeter at radii roughly 5.5–8.5: each tree has a faceted brown tapered cylinder trunk and a faceted dark green roughly spherical/icosahedral leafy crown, with varied trunk/crown heights. Use soft cool hemisphere lighting plus a warm directional sunlight from above/front-right; enable shadows so the creature and trees cast prominent soft/dark shadows onto the ground. Keep the overall style simple, rounded, faceted, colorful, and game-like, with no textures required. The default selected creature is Grovarch, a large green Nature/Epic forest monarch. Model it from rounded primitive geometry: a tall capsule-like green body, a large rounded green head, two pale cream antler/horn cones angled outward, a dark green leafy mane or collar, a dark trunk-like vertical piece behind the head, a faceted leafy/tree crown on its back, and two long rounded green arms hanging at its sides. Make it substantially larger than the other spirits and place it centered over the ring. The other selectable creatures are: 1. Pyrrip — red/orange Fire/Common baby drake. Use a rounded red body and head, two small pale yellow horn cones, a side tail made from a rounded capsule with a pale yellow/orange cone-shaped flame at its end, and two small flattened side wings. 2. Drizzlet — blue Water/Common droplet spirit. Use a rounded blue capsule body and head, a pale cyan cone crest on top, a pale cyan torus-like fish tail behind/below it, and two blue side fins. 3. Mossmallow — green Nature/Common soft moss creature. Use a rounded, slightly wide green sphere body and smaller green rounded head with two small dark eyes visible on the front. 4. Zapling — yellow Lightning/Common puffball chick. Use a rounded yellow sphere body and smaller yellow rounded head with two small dark eyes visible on the front. Its card accent should be a very dark blue-gray, suggesting the tiny thundercloud crest described in the guide; keep the visible model grounded in the simple rounded low-poly style. Use the exact creature data and guide copy in the interface: - Grovarch: type Nature, rarity Epic, description “The Grove Monarch rises from the oldest tree. Whole forests follow it.”, body color green approximately #3d8a57, accent approximately #e9dfb5. - Pyrrip: type Fire, rarity Common, description “A baby drake whose tail flame flickers with its mood.”, body color approximately #d94a3b, accent #ffdf80. - Drizzlet: type Water, rarity Common, description “Wherever this droplet spirit naps, a little rain cloud gathers.”, body color approximately #5ab7e7, accent #bcecff. - Mossmallow: type Nature, rarity Common, description “A soft, squishy lump of living moss that sips morning dew.”, body color approximately #70ad59, accent #f4e7a2. - Zapling: type Lightning, rarity Common, description “A puffball chick with a tiny thundercloud for a crest.”, body color approximately #f2c84b, accent #273548. HUD/UI: overlay a fixed field-guide panel in the upper-left, with a translucent dark navy background, thin translucent light border, rounded corners, blur/glass effect, and shadow. At its top show the mint uppercase eyebrow “SPIRIT BEASTS · FIELD GUIDE”; below show the current beast name in large bold white type; below show its exact description; and below show “Type · Rarity” such as “Nature · Epic.” In the upper-right show a small rounded translucent pill reading “Drag to orbit · Scroll to zoom.” Along the bottom, show five horizontally arranged selectable cards, one for each beast, with dark navy translucent backgrounds, rounded corners, subtle borders, and a centered responsive layout. Each card contains a large rounded rectangular gradient color swatch using that beast’s body color and accent color, with a small white sparkle/star symbol in the swatch’s upper-right, then the beast name in bold white and the metadata “Type · Rarity” in smaller muted text. The Grovarch card is selected initially: highlight its border mint-green and shift it upward slightly; hovered/active cards use the same raised behavior and accent border. Clicking/tapping a card immediately replaces the center creature, updates the field-guide title, description, and stats, updates the active card, and changes the spirit ring accent to that beast’s accent color. Make the overlay non-blocking over the 3D view except for its panel, cards, and hint controls. On narrow screens, make the guide panel span most of the width with smaller padding/type, hide the orbit hint, and fit all five cards along the bottom using smaller gaps, padding, and swatches. Keep the canvas full-screen with no page scrolling. Do not add health, score, inventory, enemies, combat, dialogue, extra buttons, or other gameplay systems; the core interaction is selecting and visually inspecting the five rotating spirit beasts in the grove.