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Tokyo Ninja City

  • 3d
  • action
  • third-person
  • ninja
  • collection
  • combat
  • exploration
  • low-poly
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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. Arzu Hasan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Tokyo Ninja City yet. Play it, then tell Arzu Hasan what you would add next.

Make your own game

Tokyo Ninja City was built by Arzu Hasan 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 Tokyo Ninja City 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 Tokyo Ninja City

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 playable browser-based 3D third-person action-collection game titled "Tokyo Ninja City". Use Three.js-style rendering with a perspective camera following the player from behind at roughly 6.5 units away. The player is an animated male ninja character standing on a square green island/ground area surrounded by a large dark blue water plane. The scene should have a bright blue sky background, atmospheric blue fog, natural hemisphere and directional sunlight, soft shadows, and a low-poly/realistic asset-pack appearance. Place several tall commercial Tokyo-style skyscraper models around the island: one toward the back-right, one back-left, one right/front area, and one left/back area. Add scattered environmental props such as detailed trees, rocks, and pirate-style chests where available, but keep the main playable space open for exploration.

The core objective is to explore the island, collect eight floating magical fruits, defeat enemies and wooden dummy targets, and build a score. Place eight fruits around the map at varied positions. Each fruit floats at about chest height and gently bobs up and down. Use orange/red apple-like fruit for flame fruits, blue/orange-like fruit for ice fruits, and purple fruit with a translucent dark aura for dark fruits. Flame fruit can have a small glowing orange cone/flame detail, and ice fruit can have small pale-blue crystal details. When the ninja comes within collection range, automatically remove the fruit, increase the collected counter and add 40 score, then apply its power: flame gives a temporary 1.75x movement-speed boost for 9 seconds; ice gives a temporary 1.2x speed boost and higher jumping for 7 seconds; dark immediately awards 80 additional points. Show a temporary on-screen message such as "FLAME BOOST! Speed up", "ICE POWER! Higher jump", or "DARK FRUIT! Big points" when a power activates.

Use a Quaternius-style animated ninja model as the player, with idle, walk, run, jump, falling and landing animations. Give the ninja a subtle pulsing cyan/teal spherical body aura. Start the player at the center of the island. Implement third-person movement with WASD or arrow keys, Space to jump, movement speed 7.5, gravity around -22, and jump speed around 11. The camera follows the player and the player faces the movement direction. Four large animated Big Ninja enemies should spawn at varied random positions across roughly a 30-by-30 area. They normally idle, but when within 10 units they run toward the player, face the player, and when within 2 units they periodically punch/attack once per second. Each successful enemy attack removes 18 health. Include three simple brown wooden-box dummy targets at random positions in the central island area.

Support a sword combat system. The player begins with weapons available but not visibly equipped. Press E to equip or unequip the currently selected sword; when equipped, attach the weapon to the ninja's right hand and play the sword animation. Press 1 to select a katana and 2 to select a larger greatsword, provided the weapon is equipped. The katana should be smaller, faster, have an attack cooldown around 550 ms, a forward attack range around 4.5 units, and deal 25 damage-equivalent points to dummies and 35 to Big Ninja enemies. The greatsword should be visibly larger, have a slower cooldown around 900 ms, reach around 5.8 units, and award 40 points for dummies and 55 for enemies. Clicking the canvas, or pressing F or Q, performs a sword attack if equipped and the cooldown has elapsed; only targets in front of the ninja within the weapon's range are hit. Remove defeated dummies or enemies and add the appropriate score. Use sword attack animation when attacking.

If the player's health reaches zero, restore health to 100, teleport the player to the center, and reduce the current score to 60 percent (rounded down). The player does not need a separate game-over screen. Keep collected fruits removed from the scene. The HUD must be fixed in the upper-left in a semi-transparent black rounded panel with white system text showing exactly the live Score, Fruits as collected/8, and Health out of 100. Show a temporary colored buff notification beneath the HUD. Add a fixed bottom-center semi-transparent instruction panel reading: "WASD / Arrow: Move • Space: Jump • E: Equip/Unequip • 1: Katana • 2: Greatsword • Click: Attack • Collect magical fruits for aura powers!" Ensure the game fills the viewport, hides page scrolling, and resizes the renderer and camera on window resize. The overall style should feel like a compact low-poly anime ninja combat demo set in a stylized Tokyo waterfront city, while retaining the visible water, island, skyscrapers, magical glowing fruits, animated enemies, and simple HUD.

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