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Arcade › Valle di Aster
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Remix Valle di Aster 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 low-poly 3D third-person action RPG scene titled “Valle di Aster,” with an Italian-language interface. Use a trailing third-person camera following a stylized armored warrior, initially placed at the near end of a straight tan stone/dirt path and facing toward a distant shrine. The player is a Quaternius-style low-poly Warrior character with idle, walk, and run animations. Provide keyboard/game movement through WASD or arrow keys, Shift to run, and Space to jump; also support a prominent circular mobile/touch button labeled “ATTACCO” at the lower right and keyboard attack with F or Enter. Build a bright stylized valley under a pale blue sky with atmospheric fog. The ground is a large flat dark-green grassy plane, with a straight path approximately five units wide running toward the shrine. Frame the route with scattered low-poly trees and gray rocks. Place glowing faceted magic crystals around the valley: cyan on the left near the shrine, pink on the right near the shrine, and green farther left along the path. At the far end, create an ancient shrine consisting of a broad gray-blue base, a tall dark blue glowing central rectangular core, a gold/tan flat roof, and two pale stone pillars. Add low blue-gray bridge rails on both sides of the path in several sections approaching the shrine. Place a small idle Sage Wizard NPC beside the shrine on the right. Place a flying low-poly Alpaking monster guardian in front of the shrine, centered over the path. It should have a flying-idle animation and remain a threatening stationary guardian until defeated. The warrior’s attack has a roughly 0.65-second cooldown; when the guardian is within about 5.5 world units, each attack removes one of its 5 hit points and awards 20 score/XP points. Show brief Italian feedback toasts such as “Colpo di spada!”, “Il guardiano vacilla!”, and, on the final hit, “Guardiano sconfitto!”. When the guardian reaches zero HP, hide it and mark the mission complete with the message “Missione completata / La Valle di Aster è salva. XP +100”. The guardian damages the player continuously when within about 3.2 units, reducing HP at about 7 points per second. Display a 100-point HP value and horizontal bar; if HP reaches zero, restore HP to 100, teleport the warrior back to the starting camp/path position, and show “Sei caduto — ritorni all’accampamento”. Use soft shadows, a bright hemisphere fill, warm directional sunlight, a subtle blue rim light, and a cyan point light around the shrine. Use simple matte low-poly materials and a clean colorful fantasy-game look. The camera should show the warrior from behind with the path, guardian, bridge rails, trees, crystals, NPC, and shrine readable ahead. Overlay a fixed translucent dark HUD: top-left a rounded title card reading “VALLE DI ASTER”; beside it a stats card reading “HP” with a colored health bar, “100 · Lv 1 · XP 0/100” initially (XP should reflect score modulo 100); top-right a mission card reading “Missione” and “Raggiungi il santuario e sconfiggi il guardiano della valle.”; bottom-center a pill-shaped control hint reading “WASD / frecce per muoverti · Shift per correre · Spazio per saltare · clicca o tocca ATTACCO”; and the lower-right circular brown/orange attack control labeled “ATTACCO.” Include a centered loading overlay saying “Caricamento della valle…” while assets load, and transient centered toast notifications for attacks and combat results. Ensure the scene is playable immediately after loading and supports both desktop keyboard/mouse and touch attack input.