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Starward Isle

  • 3d
  • math
  • adventure
  • rpg
  • pets
  • turn-based
  • first-person
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. coopergentry14 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Starward Isle yet. Play it, then tell coopergentry14 what you would add next.

Make your own game

Starward Isle was built by coopergentry14 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 Starward Isle 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 Starward Isle

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 kid-friendly 3D math-adventure RPG called “Starward Isle” using original simple 3D primitives and a bright, readable dark-glass UI. The game is viewed in first person with mouse-look via pointer lock and WASD or arrow-key movement. Build a circular island surrounded by a large dark-blue ocean: an outer sandy beach, a smaller green grass interior, and a gray ruins ring toward the center. Add eight simple stylized palm trees around the perimeter, a wooden dock at the south edge, and a simple floating/idle Captain Mira NPC at the dock, represented by a pale-blue capsule body and dark hat. The player is a small white capsule avatar with a glowing colored spherical familiar orbiting around them; its color should match the selected starter pet. Place three floating rotating faceted enemy totems on the island: Coral Golem on the beach (pale orange core), Jungle Slime in the jungle/grass (green core), and Rune Wisp near the ruins (purple core). Scatter 22 gold faceted Star Orbs around the island; they bob and spin, and walking within about 1.2 units collects one and awards 5 Orbs. Replenish the field back to 22 when fewer than 12 remain. Keep the player within the island boundary.

At launch show a full-screen start overlay titled “Starward Isle” with the subtitle “Explore an island • Collect pets • Answer math to cast spells.” Present six selectable starter cards in a 3-column grid: Ember Cub (Fire), Sproutling (Nature), Tide Pup (Water), Pebble Ram (Earth), Zephyr Finch (Air), and Glimmer Moth (Arcane). Each card says “Ultra unlocked.” Include a wizard-name text input defaulting to Nova, an Ultra badge stating “All starters unlocked • +200 Orbs,” a disabled-until-selection “Land on the Isle” button, a “How to Play” button that reveals instructions, and a note that clicking enables audio. Starting the game gives the selected starter at bond 1, 200 Orbs, full 100 HP, level 1, and 0/50 XP, placing the player at the dock. The starter familiar uses that pet’s color.

Show a fixed HUD at the top with dark translucent rounded pills for Wizard name, Lv, Starter and Orbs; below it show HP 100/100 and XP 0/50 horizontal bars plus a contextual instruction prompt. The default prompt explains exploration, collecting orbs, E interaction, Q quests, Tab Petbook, and R reset. Use simple Tone.js-like short synthesized sound effects for selection, opening menus, orb collection, casting, hits, victory, defeat, and egg discovery, only after browser audio is initialized by a click or key press.

The core loop is exploration, collection, NPC guidance, and turn-based duels. Press E near Captain Mira to open the Quest Log and show guidance. Press E within about 2.6 units of the nearest enemy to begin a duel. The duel is a centered full-screen overlay showing enemy name and biome, enemy HP, player HP, a generated math question, numeric answer input, Cast and Flee buttons, a scrolling duel log, and the instruction that Enter submits and wrong answers let the enemy hit back. Generate addition, subtraction, multiplication, and exact division questions, with difficulty based on enemy difficulty and player level. Correct answers cast a spell for damage equal to 10 + floor((level - 1) * 1.5), reduce enemy HP, improve the first pet’s bond by 1, and advance to a new question. Wrong answers make the enemy counterattack for its fixed damage and show the correct result.

Enemy data and rewards: Coral Golem (Beach, 34 HP, 10 damage, 30 Orbs, 20 XP, difficulty 1), Jungle Slime (Jungle, 42 HP, 12 damage, 40 Orbs, 28 XP, difficulty 2), Rune Wisp (Ruins, 52 HP, 14 damage, 55 Orbs, 40 XP, difficulty 3). On victory award the listed Orbs and XP, mark that enemy defeated for quests, and sometimes find an egg with 33% chance if fewer than 3 pets are owned. An egg randomly unlocks one unowned pet from the starter list plus Cinder Gecko (Fire), Kelp Snail (Water), Moss Yak (Nature), Quartz Beetle (Earth), Spark Kite (Air), or Nova Tadpole (Arcane), adds it at bond 1, and announces it. Cap the roster at 3 pets. Level up whenever XP reaches the threshold: subtract the threshold, increase level, raise the next threshold by multiplying by 1.25, show a level-up message, and heal 18 HP up to max. If HP reaches zero, subtract up to 45 Orbs as a penalty, show a faint message, return the player to the dock, restore full HP, and end the duel. Flee simply ends the duel without rewards.

Add a Q-key Quest Log overlay (also closable with Q or a Close button) showing “Collect 25 Orbs” with progress and completion check, plus “Defeat each island threat” with checkmarks for Coral Golem, Jungle Slime, and Rune Wisp and an all-cleared message. Add a Tab-key Petbook overlay (also closable with Tab or a Close button) showing owned pets with element and Bond, filling remaining slots up to 3 with “Empty Slot / Win duels to find eggs.” Menus pause movement and unlock the mouse. R resets the run to the dock with full HP, 200 Orbs, level 1, zero XP, fresh defeat flags and respawned orbs, while preserving the roster but reducing bonds to 70% (minimum 1). Include contextual prompts near Captain Mira and enemy totems, and an initial prompt to click to lock the mouse. Use soft shadows, fog, ambient and directional sunlight, bobbing/rotating collectibles and enemy cores, and an overall simple colorful low-poly prototype aesthetic with no copied assets.

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