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Arcade › Troy: Achilles
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ibrahim Naim built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Troy: Achilles yet. Play it, then tell Ibrahim Naim what you would add next.
Troy: Achilles was built by Ibrahim Naim 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 Troy: Achilles 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.
Recreate a landscape-oriented, third-person mobile 3D melee arena game titled "Troy: Achilles". The player is a bronze/battle-worn armored Greek-style warrior with a deep red cape, sword, and shield, viewed from a strict over-the-shoulder camera behind him. He begins at the beach near the foreground, facing toward Troy and a large castle gate in the distance. Build a Mediterranean shoreline arena: broad golden sand ground, animated dark blue water behind/around the beach, three large rowboats in the water, four wooden barricades on the sand, scattered rocks, a hazy blue sky, warm directional sunlight, shadows, and atmospheric fog. Use animated low-poly/real-time 3D warrior assets: the player should have idle, walk, run, sword attack, heavy attack, roll, and hit animations; enemies should be darker-armored Trojan/soldier characters with idle, walk, run, sword slash, hit, and death animations. Core gameplay is close-range wave-based sword combat. Start at WAVE 1 with one enemy spawned ahead near the gate; in the implementation the first enemy is deliberately weakened to 12 health so the execute mechanic can be demonstrated immediately. Enemies approach the player when farther than about 2.9 world units, rotate toward him, and attack when close, with attacks dealing 16 damage after a delay. The player has 100 health and 100 stamina. If health reaches zero, leave the simple death state and allow a tap to restart with full health/stamina at the starting position and a new enemy. When all enemies in a wave are defeated, advance the wave after a short delay and spawn progressively larger groups, capped at four enemies (enemy count formula starts at 2 for later wave progression and grows approximately every 1–2 waves). Dead enemies play their death animation and sink/remove from the scene. Movement is driven primarily by a large virtual joystick at bottom-left. Joystick input is relative to the player's current facing: forward moves toward the battle, sideways strafes, and the warrior smoothly rotates toward his movement direction. A stronger joystick displacement runs at about 8.2 units/second; smaller movement walks at about 3.8 units/second. Clamp movement to an approximately 32-by-28 unit beach area, x=-16..16 and z=-11..17. Include desktop fallback: WASD/arrow keys move, Q performs light attack, E heavy attack, F block/parry, Space dodge, and R execute. Place five circular action buttons at bottom-right: light sword attack with a red border/sword icon, heavy attack with orange border/explosion icon, block/parry with blue-violet border/shield icon, dodge/roll with green border/turn icon, and a conditional execute button with red border/skull icon that is hidden except when a nearby enemy is below 18 health. Light attacks cost 14 stamina, deal 22 damage, have roughly a 420 ms attack cooldown, and hit living enemies within 2.8 units in front of the player, applying hit reactions and a small knockback. Heavy attacks cost 28 stamina, deal 38 damage, use the heavy attack animation, and have the same attack cooldown. A successful hit increments COMBO by 1, up to 99, with combo points reducing after about 1.4 seconds without continuing the chain. Play simple synthesized impact sounds: lighter triangle tone for light hits and heavier sawtooth tone for heavy hits. The block button triggers a short parry attempt rather than a persistent defensive stance: it costs 18 stamina and has a 650 ms cooldown. If a nearby enemy is stunned and within 3.6 units, extend its stun to about 1.65 seconds, add 2 combo, and briefly slow time to 28% speed for about 1.55 seconds. Normal enemy damage is reduced to 4 while the block button is held; otherwise it is 16. Dodge costs 22 stamina, has an 850 ms cooldown, plays a roll animation, moves the player backward relative to his facing by a short burst, and provides the intended brief evasion window. Stamina regenerates at 11 points/second up to 100. When an enemy is alive, below 18 health, and within 2.2 units, show the execute button. Pressing it starts a roughly 1.85-second slow-motion cinematic: move the player into position, face the enemy, play the player's heavy attack and the enemy death reaction, place the camera close to the enemy for a dramatic view, and add 4 combo. Finish by killing/removing that enemy. During normal play smoothly follow the player with a perspective camera about 7.8 units behind and 3.4 units high, looking slightly ahead toward the battle; during execution temporarily override the camera with the close cinematic framing. HUD must remain fixed over the 3D scene. At top-left show white uppercase HEALTH above a 140x18 dark bar with red fill and STAMINA above a second bar with green fill. At top-right show white WAVE 1 (updating with wave number) and bold yellow COMBO 0 (updating with combo). Use a clean system sans-serif font with dark text shadows. The joystick is a translucent gray/white 140px circle with a 54px white knob. Action controls are translucent charcoal circular buttons, 68px diameter, with thick colored outlines and visible sword, explosion, shield, rotate, and conditional skull symbols. Force/encourage landscape mode; if the viewport is portrait, hide the HUD and show a full-screen dark orientation overlay with a rotate icon and the Arabic instruction text visible in the original UI: "قم بتدوير جهازك" and "إلى الوضع الأفقي (Landscape)", plus a prompt to tap after rotating. Keep the visual style as a warm, stylized low-poly Mediterranean Trojan-war arena combined with responsive mobile action-game controls.