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Arcade › Split Soul

Split Soul

  • 3d
  • character-showcase
  • interactive
  • cinematic
  • rotatable
  • stylized
0
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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. E S built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Split Soul yet. Play it, then tell E S what you would add next.

Make your own game

Split Soul was built by E S 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 Split Soul 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 Split Soul

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 single-screen interactive 3D character showcase titled “Split Soul,” not a combat game. Use a Three.js-style real-time scene with a tall, stylized low-poly/primitive-built teen warrior centered on screen, shown from a slightly elevated frontal camera and framed nearly full-body. The character is Aoi Ren, age 17, Korean-Japanese, with a calm, dangerous moonlit-ronin/northern-wanderer presentation. Build the avatar from simple rounded capsules, boxes, cylinders, spheres, and torus pieces: a large spherical head and small neck; split-color hair with the entire left side blue (#2b73ff) and right side red (#e13f4e), including side locks, fringe, top blocks, longer back strands, and two hanging hair tails; pale face with white eyes, left iris red and right iris blue, matching colored brows, a small nose and mouth. Dress him in layered dark near-black robes, a light inner robe panel, dark hakama-style hip and skirt panels, a pale waist wrap, blue/red split lapels and hanging sash pieces, scarf ring and long split-color scarf tails, gray armored shoulder guards, chest plate, bracers, and shin guards. Give him dark segmented legs, pale wrapped lower legs, and wooden sandal-like rectangular feet. Add a sheathed sword crossing behind/right side of the torso with dark red-brown sheath, guard, wrapped handle and red pommel, plus a short blade at the opposite hip. Keep him in a neutral standing pose with arms hanging slightly out and feet apart.

Place him on a moonlit circular stone stage: a broad dark gray cylindrical pedestal, a dark torus/ink ring around its top, a partial red cloth-like sweep on the stage, and a ring of sparse upright grass blades around the perimeter. Use a deep navy-to-slate gradient background, scene fog, soft pale warm key light, cool blue fill light, subtle red back light, and a large off-center pale moon disc in the upper-left background with a faint blue halo. Around the character, animate about fourteen small flat blue and pink/red wind glyph fragments orbiting at different radii and heights. Animate an idle showcase: very slight head bob, hair-tail, scarf-tail, side-cloth, arm and shoulder movement, grass sway, orbiting wind glyphs, and slow moon halo rotation. The character should automatically rotate slowly around the vertical axis at startup; use smooth damped interpolation toward a target rotation.

Overlay a glassy dark translucent HUD over the scene. In the upper-left, show a rounded bordered panel labeled “CHARACTER CONCEPT,” the large name “Aoi Ren,” and the line “17 • Korean-Japanese • moonlit ronin design,” followed by “Drag anywhere to rotate him.” Beneath it show pill-shaped color swatches labeled Hair left (blue), Hair right (red), Eye left (red), Eye right (blue), and Ronin layers (dark). In the lower-right, show a rounded dark control panel with two large buttons containing circular rotate-left and rotate-right arrow icons. The UI should be responsive and respect screen safe areas.

Interaction rules: dragging horizontally anywhere on the canvas rotates the character, with horizontal pointer movement changing the target yaw; starting a drag disables automatic spinning. Tapping the left rotate button nudges the target rotation by a small fixed amount (about 0.28 radians) and tapping the right button nudges it by the opposite amount; either button also disables auto-spin. Buttons must not start a canvas drag. There are no enemies, health, score, lives, weapons attacks, levels, dialogue, or movement controls: the sole activity is inspecting the rotating animated character. Preserve a polished cinematic, minimal, dark blue moonlit art direction with blue/red split-color accents.

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