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Vale de Eldoria

  • 3d
  • action
  • fantasy
  • rpg
  • third-person
  • 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. Rafael Renan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Vale de Eldoria yet. Play it, then tell Rafael Renan what you would add next.

Make your own game

Vale de Eldoria was built by Rafael Renan 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 Vale de Eldoria 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 Vale de Eldoria

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 browser-based 3D third-person fantasy action game titled “Vale de Eldoria,” with all interface text in Brazilian Portuguese. Begin on a dark green full-screen title/menu overlay with a centered translucent charcoal-green panel, rounded corners, subtle gold border and shadow. Show the large gold title “VALE DE ELDORIA,” subtitle “Uma fronteira antiga, três caminhos e uma floresta que não perdoa.”, and three side-by-side gold-outlined class buttons: “⚔ Guerreiro” with “resistência e espada,” “✦ Mago” with “feitiços e controle,” and “➶ Arqueiro” with “alcance e precisão.” Below, show the instruction “Escolha uma classe para entrar na floresta. WASD ou joystick para mover • Espaço para saltar”. Selecting any class hides the menu, creates the corresponding playable character, and reveals the HUD.

Use a bright, stylized low-poly 3D forest clearing viewed with a perspective third-person camera that follows the player from behind and above, with smooth camera movement. The scene has a sage green background and light fog, a large circular dark green forest floor, and a broad flattened oval tan/brown ancient path at the center. Place a flattened blue pond toward the left/back side of the clearing, about a dozen low-poly conifer/deciduous trees around the perimeter, and several small gray faceted stones scattered around the path. Use warm directional sunlight, soft shadows, and natural green/brown colors. Use low-poly fantasy character models: a red-accented armored Warrior, purple-accented Wizard, or green-accented Ranger/Archer. Put a small flat circular marker beneath the player colored according to the selected class (red Warrior, purple Mage, green Archer). Three stationary low-poly goblin enemies are positioned around the clearing, visibly separate from one another, at approximate locations near the central path; they idle rather than actively navigating toward the player.

The player can move using WASD or a joystick through third-person controls, and can jump with Space. Keep the player initially near the front of the clearing. Support attacking with the on-screen “ATACAR” button and keyboard Space or E (the menu instruction may say Space is for jumping, but in the implemented gameplay Space also triggers the attack action). Attacks automatically select the nearest living goblin within range: Warrior and Mage have about 4.2 world-unit range, while Archer has about 7 units. Each attack deals Warrior 28 damage, Mage 34 damage, or Archer 24 damage. Goblins have 60 HP and require multiple hits; show a brief hit scale pulse, then hide a goblin when defeated. There is no projectile or spell effect required. Goblins damage the player only when very close (within about 1.7 units), draining health continuously at roughly 5 HP per second; they do not need complex combat AI. When health reaches zero, mark the game over state, without inventing a separate game-over screen.

After starting, display a fixed glass-like HUD over the 3D scene. In the upper-left, show a dark translucent rounded stats panel with the selected Portuguese class name, “Nível 1,” XP such as “0 / 100 XP,” a green horizontal XP progress bar, and a red heart line “❤ 100 / 100.” In the upper-right, show a matching mission panel labeled “Missão atual,” with “Derrote 3 goblins na clareira” and “0 / 3 derrotados.” At the bottom-left show the “ATACAR” button. At the bottom-right show the hint “Explore a clareira e encontre os goblins.” On small screens, stack the top panels vertically and stack the class buttons vertically. Every defeated goblin increments kills, awards 40 XP and 100 score; when XP reaches 100, subtract 100 and increase the level by one. Update the displayed level, XP bar, health, and kill count live. Once three goblins are defeated, change the quest text to “Clareira segura! Continue explorando.” Keep the overall presentation clean, atmospheric, low-poly, and softly lit, with rounded dark-green UI panels and gold typography/borders matching the title screen.

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