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Vale Dourado

  • 3d
  • third-person
  • rpg
  • exploration
  • city
  • minigame
  • low-poly
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. Luxury Store built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Vale Dourado was built by Luxury Store 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 Dourado 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 Dourado

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 exploration RPG slice titled “Vale Dourado.” Use Three.js-style real-time 3D with a PerspectiveCamera, soft shadows, fog, and a stylized low-poly mountain city. The scene should have a muted teal sky/background and matching distant fog, warm golden sunlight from above, and a large green valley ground plane. Build a small city around a central river running through the map: a narrow blue river, a tan bridge, a tan central plaza, and broad gray-brown streets/terraces extending south, east, and west. Surround the city with repeated low-poly teal mountain/cone silhouettes and scattered dark-green pine trees.

The player is a controllable humanoid avatar in third-person view, initially at the south side of the plaza. Provide two starter character models/outfits, casual female and casual male, and an “Avatar” button that instantly toggles which model is visible. The player can walk around the world and jump using the third-person movement controls; the camera follows from behind at roughly 8 units distance. Keep the player model aligned with the movement controller and turn it toward movement direction.

Create the following recognizable locations and interactions. In the central plaza at approximately the river crossing, add a round pale fountain with a floating/glowing gold crystal landmark above it and a “QUEST PLAZA” world label. Place two simple NPCs, Mestre Lia and Ravi, near the plaza with colored cylindrical bodies, heads, and floating name labels. Interacting near the plaza opens a modal titled “Downtown Plaza” explaining that Mestre Lia offers a quest to explore the valley and defeat one mist monster; an Accept quest action sets the quest active. Spawn three cute ghost/mist-monster enemies farther north, each with increasing XP rewards (35, 45, and 55), initially idle. When the player presses Interact within roughly 3 units of a monster, defeat it, hide it, award its XP and 10 coins, update the HUD, and if the quest is active change the location text to “Quest Complete.”

Add labeled buildings around the city: Chalet Café on the west side of the plaza, Fashion Row on the east, Neon Villa farther southwest/north? specifically around the rear street at x=-16,z=28, Forge & Anvil around x=16,z=28, and Rooftop Lounge behind the plaza around z=-14. Each building can be a simple colorful block with a dark flat roof, plus some additional commercial building props along the sides. The Fashion Row interaction opens a modal saying the clothing shop has male and female starter outfits and that Avatar swaps them. The Rooftop Lounge interaction changes the location HUD to “Rooftop Lounge” and opens a modal describing the warm overlook and the golden crystal visible below.

Make Neon Villa visually distinct as a dark purple dance floor with four bright neon tiles in pink, cyan, violet, and yellow, a DJ booth, and a floating “NEON VILLA” label. Interacting there starts a modal dance mini-game. Show the title “Neon Villa — Dance Mini-Game,” instructions to press arrow keys in rhythm, a score out of 6, six key boxes in this exact sequence: Up, Left, Down, Right, Up, Right, with the current key highlighted. Correct arrow presses advance and increase score; wrong arrows decrease score but not below zero. Include a Leave button. Completing all six awards 25 coins and 40 XP and shows a “Dance complete!” modal with “The crowd loved it.”

Make Forge & Anvil visually distinct with a warm orange forge fire and a dark anvil plus a floating “FORGE” label. Interacting there opens a modal explaining “Combine Wood + Crystal at the forge.” Offer “Craft sword (level 1)” and “Craft armor (level 3).” The player starts with inventory Wood and Crystal, no weapon, no armor, and 30 coins. Crafting the sword once equips “Dawnblade” and adds it to inventory. Crafting armor is only allowed at level 3 and equips “Crystal Mantle”; otherwise show a “Not yet” message explaining the player must reach level 3. There is no need for combat animation or attack controls beyond the proximity interaction that defeats a nearby monster.

Implement progression exactly as a lightweight RPG HUD. Start at Level 1, XP 0/100, Coins 30, location “Central Plaza,” weapon display “Hands,” and armor display “No armor.” Award XP from ghosts and the dance mini-game; when XP reaches the next threshold, subtract the threshold, increase level, and multiply the next threshold by about 1.22, allowing levels up to 300. Keep the visible HUD in the upper left as a dark translucent rounded panel with gold “LEVEL 1” styling, XP/next XP and coins, a horizontal XP bar, and a line like “Central Plaza · Hands · No armor.” In the upper right show a matching panel with “VALE DOURADO” and subtitle “A tiny playable slice of a mountain city.” At bottom left show a dark rounded hint panel; initially it can say “Loading the valley…” and then guide the player to walk near the plaza, Neon Villa, Forge, Fashion Row, or Rooftop Lounge and press Interact. At bottom right put compact “Avatar” and “Interact” buttons.

Use dark navy translucent glass-like UI panels, thin muted-gold borders, rounded corners, white/light gray body text, gold headings, and a restrained teal/gold/pastel palette. Interaction uses the E key as well as the on-screen Interact button. Modal dialogs are centered, dark translucent, rounded, and contain gold headings, explanatory text, and compact buttons. Keep the presentation clean and atmospheric, with no extra systems or features beyond this compact playable exploration, quest, crafting, avatar toggle, monster rewards, and dance mini-game slice.

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