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Stonebound Radius

  • 3d
  • mobile
  • gps
  • alchemy
  • anime
  • location-based
  • rpg
  • turn-based
  • exploration
0
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15 plays

About Stonebound Radius

Transmute to reveal Echo icons on the map, then tap them to start animated binding battles. Your alchemist casts circles and strikes while distinct creatures lunge, shake, and fight back before joining your Echo Journal.

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Caleb Plymale built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Stonebound Radius yet. Play it, then tell Caleb Plymale what you would add next.

Make your own game

Stonebound Radius was built by Caleb Plymale 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 Stonebound Radius 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 Stonebound Radius

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.

Recreate a mobile-friendly 3D browser game titled “Stonebound Radius,” an original anime-styled GPS alchemy hunt. The player first sees a dark navy sign-up gate with the large title, “Not signed in,” progress text such as “Clues 0/5 · Stone trace 0% · HP 100,” “1 alchemist in 200 mile radius,” an Agent name field, and a class selector for Flame, Iron, or Bio. Require a local agent name and an alchemy type before entering the map; save the local name and appearance locally. This is a prototype with no backend accounts or real multiplayer: show one simulated online rival plus training/solo echoes when needed.

Main view: a dark, atmospheric, top-down/isometric Three.js map centered on a small humanoid alchemist marker. Use a nearly black-blue ground with blue-gray road bands, glowing major streets, dark green park patches, blue canal/water shapes, subtle map sparkles, street-name labels, fog, soft cool lighting, and a thin large cyan gameplay-radius ring. Use a camera that follows the player, with plus/minus zoom and left/right rotation controls; allow mouse/touch dragging on the map to rotate and tilt/zoom, but do not let taps, keyboard, WASD, arrows, or dragging move the player. The player only moves from browser GPS fixes. Offer a “Use GPS” button, request high-accuracy browser geolocation, make the first fix the local origin, convert subsequent real-world latitude/longitude movement into local map movement, smoothly place/follow the alchemist, and estimate steps from walking distance. Show GPS accuracy/status, current real street, and load a darkened 5×5 OpenStreetMap tile canvas around the first/current fix when GPS is enabled; reverse-geocode and briefly pop up the street name when it changes. If GPS is off, keep the fallback procedural map and explicitly tell the player that real streets/GPS are required for movement.

Build the player as a readable anime/toon alchemist: compact blue/navy coat with gold trim and epaulets, coat tail, dark boots, skin-colored hands and face, brown hair, large white eyes with dark pupils and highlights, small nose and mouth, black ink-like outlines, a soft shadow, and a pulsing aura ring beneath the feet. The Style panel lets the player change suit color, aura/trim color, and skin color, then close/save the panel. Put a compact HUD over the map: agent name and chosen class; Trace percentage, bound Echo count, and HP; rank and XP progress; current street/GPS status; simulated online-player count; a square radar with the white player dot and colored pings; a message/clue box; and buttons for Transmute/Scan, Use GPS, Style, Echoes, Duel, zoom, and camera rotation. Use large rounded dark translucent panels and pill/rounded controls with white text, bright gold primary buttons, navy secondary buttons, cyan map accents, and red/pink clue accents, matching the provided screenshot’s dark sci-fi/alchemy UI.

Place five red glowing clue sigils around the map. Each is an animated floating red stone shard above multiple gold transmutation rings, with a red halo and a faint vertical beacon. The fixed clue names/text are: Chalk Mark (“A chalk circle points toward a red-lit archive.”), Mercury Note (“The note says: equal exchange is not enough — look for a living witness.”), Broken Seal (“A cracked seal names the North Gate and the word ‘vermilion’.”), Ash Sample (“The ash reacts to your circle. Someone used forbidden transmutation here.”), and Red Shard (“The shard hums. The final stone trace is below the central plaza.”). In GPS mode anchor these clues at approximate offsets around the first fix, and display their meter distances. The radar shows unfound clues as red dots. A nearby clue can be collected through Transmute/scan when close, increases clue count and Stone Trace (Bio gets a larger clue trace reward), and displays its text in a toast. Recovering all five marks the clue portion complete and says the final trace lies under the plaza.

Place rival alchemist pings: Mira Glass (Mirror, 80 HP), Roan Flint (Stone, 90 HP), Player Echo-17 (Flame, 85 HP, the one simulated online rival), and Homunculus Prime (Forbidden, 180 HP boss). Normal rivals use animated colored ring/dot pings (gold for training, cyan for online); the boss is a dark core with a red eye/ring, purple corruption glow, and six red spikes. Anchor them around the GPS origin at distinct offsets. The HUD should say either “1 alchemist in 200 mile radius” while the simulated online rival remains, or “No alchemists online — solo echoes active.” When the player is close, show a Duel-ready message. Tapping Duel or scanning in range opens a battle, and winning a normal rival awards the next unfound clue if one remains; winning Homunculus Prime sets Stone Trace to 100% and completes the quest.

Core mechanic: Transmute fires a visible animated player alchemy circle: gold inner/outer rings and a gold triangle under the alchemist, plus an expanding cyan scan wave. It points toward the nearest target with a gold arrow and lays down a pulsing dotted gold route trail. Scanning prioritizes a nearby summoned Echo; otherwise it summons an Echo close to the player or reports/handles the nearest clue/rival. Echo markers can also appear automatically over time (keep at most a few active). Each Echo is an original floating icon: colored soft glow, capture ring, rotating/floating octahedral core and a small dark face dot. Include these types and exact journal descriptions: Chimera Echo (mint; “A fused beast-shaped echo of unstable alchemy.”), Gate Wisp (purple; “A tiny flicker from the forbidden Gate.”), Red Core Imp (red; “A mischievous shard attracted to Stone traces.”), Armor Soul (cyan; “A hollow armored spirit bound by a weak circle.”), Mercury Toad (gold; “A quicksilver familiar that hops between sigils.”), and Ash Mote (gray; “A drifting remnant from a burned transmutation.”). Tapping an Echo icon starts a binding battle; do not bind it merely by scanning. The Echo Journal is a scrollable/modal panel listing all six types, colored orb, description, and bound count. Winning an Echo battle adds it to the journal, increases total Echoes and Stone Trace by that Echo’s reward (6–12%), restores some HP, and gives a binding toast.

Battle presentation: open a full-screen/modal anime battle arena with a dark dramatic background and two large stylized CSS/HTML sprite figures facing each other: the player alchemist on the left and the opponent on the right. Show battle title, opponent type/description, names, two HP bars, a battle log, and Attack, Guard, and Retreat/exit controls. Give the player an active casting/transmutation animation during attacks, with forward lunges, hit flashes/burst FX, opponent/player shake, and distinct opponent silhouettes/parts: horned/tail Chimera, orbiting spark Gate Wisp, horned/clawed Red Core Imp, helmet/visor Armor Soul, bump-eyed/tongued Mercury Toad, and three-wisp Ash Mote. Normal rivals are humanoid sprites, Echoes use their distinct creature styling, and the boss is an ominous red/purple creature.

Battle rules: choose Attack or Guard in turn-based rounds. Attack damage is based on class plus rank and a little randomness; Flame has the strongest attack bonus, Iron is more defensive, and Bio restores a small amount of HP after enemy attacks. Guard does reduced damage but substantially reduces the incoming hit; Iron also reduces incoming damage. Echoes have a small additional binding bonus. After the player action, a living opponent lunges back and damages the player; show messages like “circle ignites,” “Guard counter strikes,” “surges forward,” or the boss opening its red core. If the player reaches zero HP, close the battle, set the player to a partial recovery HP, preserve clues, and leave an Echo partially weakened rather than binding it. If the opponent reaches zero, close the arena and apply the appropriate Echo/rival/boss reward. Retreat simply leaves the fight without claiming the target.

Implement the rank system with XP derived from walking distance, clues, Stone Trace, bound Echoes, defeated rivals, and a large boss bonus. Use ranks in order: Novice, Circle Apprentice, Licensed Alchemist, State-Certified, Silver Circle, Crimson Circle, Stone Seeker; display rank progress in the HUD and increase duel damage at higher ranks. Keep all movement GPS-only and make the game playable even without real online players by retaining training rivals and summonable Echoes. Use subtle pulsing animation on map markers, clue shards, rival pings, aura, route dots, and scan ring; provide click/bell feedback where possible. The overall art direction is polished original alchemy fiction: dark blue-black map and translucent glassy panels contrasted with luminous cyan, gold, red, purple, and mint magical effects; do not use copyrighted franchise characters or assets.

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