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Arcade › Temple Saber
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Temple Saber was built by Kidd6ades 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 Temple Saber 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-based Three.js third-person sci-fi melee-combat game titled “Temple Saber.” Use an original neon temple setting and original/CC0-style modular sci-fi assets, with no copyrighted characters or branding. Start on a full-screen mission-select overlay over a dark blue atmospheric game background: a centered dark translucent rounded panel with a thin cyan border, large white “TEMPLE SABER” title, the subtitle “A compact third-person force-combat foundation inspired by acrobatic saber games — original setting, original assets.”, and three stacked buttons: “Mission 1 · Chasm Gate,” “Mission 2 · Duelist Trial,” and “Mission 3 · Trooper Gauntlet.” Mission 1 is initially available; later missions unlock through local progression (localStorage) after completing missions. Locked buttons are gray/disabled. When a mission starts, show a playable 3D third-person character controller. The camera is an orbit/spring-arm camera positioned behind and above the player’s head, with mouse free-look and vertical pitch clamped roughly from -70 to +70 degrees. The player is a compact humanoid sci-fi character with a bright cyan/blue glowing energy saber attached near the hand. Include a simple capsule fallback if the model is unavailable, but load a modular sci-fi humanoid model when possible. The world is a dark blue foggy temple arena lit by cool cyan/white light, with shadowed geometry, glowing accents, platforms, crates, pillars, walls, chasms, and a locked teal blast door at the far end. Build the layout with a large central temple platform, a lower/side wall-run platform, a raised upper chasm platform, a terminal island beyond the gap, a back wall, side walls, a row of pillars, a framed blast door, supply crates, and catwalk/platform props. Falling below the kill zone resets the current mission. Core goal: fight the mission’s enemies, reach the terminal across the chasm, destroy the terminal using saber strikes or Force Push, then pass through the blast door. The HUD at the top left is a translucent dark panel showing “Health 100,” a Force meter labeled “Force 100/100” with a cyan-to-purple progress bar, plus current “Stance,” selected “Power,” and movement state such as Grounded, Air, or Wall-run. The top-right translucent panel shows the mission number, “Targets defeated/total,” and a status/objective message. Display a small circular reticle at screen center. Along the bottom, show a compact help strip explaining keyboard/mouse controls and the terminal objective. Implement three mission configurations on the same temple layout: Mission 1 spawns two blaster troopers and one dark saber duelist; Mission 2 spawns two duelists and one trooper; Mission 3 spawns four troopers and one duelist. Troopers are bulky gray sci-fi/mech-like enemies that maintain distance, patrol, check line of sight, and fire slow red blaster projectiles. The dark duelist is a humanoid enemy with a glowing red saber; it closes aggressively, performs directional melee attacks, can block most incoming player strikes unless the player uses Strong stance, and can use a Force Push-like knockback if the player waits too close. Enemies have visible health through their behavior rather than a separate persistent health-bar UI. Use glowing particles/sparks for impacts, saber clashes, Force effects, projectile deflection, and defeats. Player movement must be relative to the camera: WASD or arrow keys move, default run speed is about 7, Shift sprints at about 11, and Alt walks at about 3.5. Movement should decelerate quickly when input stops. Space jumps with a high normal jump; holding Space while the Jump Force power is selected spends Force and amplifies the jump substantially. Sprint plus C triggers a short forward roll burst and temporarily lowers collision height. Support wall interaction: jumping toward a wall produces a wall-climb boost, and sprinting tangentially along a wall can initiate a brief wall-run with suppressed gravity. Use collision against platforms and walls and reset the player on falling into the chasm. Implement saber combat with active hit frames only during a swing. Left mouse or J attacks; choose attack direction from movement input: forward movement makes an overhead attack, backward movement makes a back stab, right/left input chooses opposite side slashes. The three stances cycle with X: Fast (high attack speed, low damage, cyan), Medium (balanced, pale green), and Strong (slow, high damage, gold). Attack duration and hit lag change by stance. Saber hits apply damage in close range, knock enemies back, and create bright sparks. Enemy saber contact causes a brief freeze-frame, sparks, and knockback. Right mouse or B holds a block/deflection stance. Even while idle/blocking, the player has a passive roughly 120-degree forward cone that can deflect incoming red blaster bolts; reflected bolts turn blue/cyan and can damage the firing trooper. Unreflected projectiles damage player health. Implement a Force pool with maximum 100 that regenerates about 12 per second when not being drained. Number keys 1–4 select Force powers: 1 Push, 2 Pull, 3 Force Speed, 4 Jump. F casts the selected power. Push and Pull cost 30 Force and affect enemies in a forward cone out to about 10 units; Push sends targets away, Pull draws them toward the player. Force Push also damages the terminal enough to destroy it when aimed at it. Force Speed toggles a fast-player/slow-world effect and drains about 15 Force per second until empty. Jump is a selectable hint/power used by holding Space to spend 20 Force for the amplified leap. Show current power and Force in the HUD and show short status messages such as stance changes, blocked hits, terminal destruction, reflected bolts, and Force effects. The terminal should be a small dark sci-fi box with a cyan glowing screen on the terminal island and have four health points. When destroyed, hide it and animate the locked teal blast door upward. Completing the mission occurs when the player crosses beyond the opened door, or when all targets are defeated and the route is open. Show a centered “MISSION COMPLETE” overlay with a short result message and a “Return to mission select” button. Preserve mission unlock progression locally. Include responsive touch controls for coarse/mobile devices: a translucent left virtual joystick and right-side JUMP, SABER, ROLL, and FORCE buttons. Keep the visual language consistent: dark navy background and fog, cool cyan emissive saber and UI highlights, purple Force accents, red enemy saber/projectiles, translucent rounded HUD panels, soft bloom-like glow, and clean white system typography.