Arcade › Veil of Ash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ikhwan Hanan built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Veil of Ash yet. Play it, then tell Ikhwan Hanan what you would add next.
Veil of Ash was built by Ikhwan Hanan 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 Veil of Ash 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 playable browser game titled "Veil of Ash", a candlelit turn-based descent set in a dark, ash-filled stone chapel. Use a fixed third-person 3D battle view rendered in a low-poly/stylized Three.js-like look: a broad chapel floor, nearly black back wall, heavy side pillars, four tall square columns in the background, subtle floor ribs, a dark red altar/platform near the foreground, and two small candles with orange flames. Use deep charcoal, brown, burgundy, muted gold, and warm candle-orange lighting, with heavy darkness/fog and dramatic shadows. The camera should be positioned high and behind the party, looking toward the chapel interior and enemy, with the party in the lower foreground and the enemy centered in the distance. The overall presentation should feel like a grim gothic tactical RPG, with serif typography and translucent dark panels edged in muted bronze. The battle is turn-based and starts on Round 1 with the player's turn. The sole enemy is "THE VEILED SERAPH", labeled "Winged executioner · rank III", a large hovering winged demon/executioner in the center of the chapel. Give it a dark veil/hood and a large sword; it should gently bob and sway while waiting. Display a red enemy health bar under its name, initially at 100 HP. The player controls a three-person party represented in the 3D scene by simple stylized low-poly humanoid figures with cloaks: Veyra, a Vestal, initially 72/72 HP; Rook, a Grave Robber, initially 58/58 HP; and Mara, a Man-at-arms, initially 94/94 HP. Arrange them left-to-right in the foreground. Their UI cards show name, role, red HP bar, and current/max HP. Veyra is selected initially with a muted-gold highlighted card; clicking/tapping a living hero selects them. At the bottom-right, show a "CHOOSE AN ACTION" panel with three full-width buttons: "⚔ Strike — steady damage", "🛡 Guard — brace for the counter", and "✚ Field dressing — restore an ally", plus the hint "Tap an action. The Seraph answers after every move." The selected living hero performs the action, then the Seraph always takes a counter-turn after a short delay. Strike deals random damage from 12 through 23 to the Seraph and updates its health bar and a centered combat log message such as "Rook strikes the veiled giant for 17 damage." Guard marks that hero as guarding; on the next enemy hit, incoming damage is reduced to 45% (rounded down), then the guard is consumed. Log a message that the hero raises their guard. Field dressing finds the first living ally below maximum HP, heals random 14 through 22 HP without exceeding max HP, and logs who binds whose wounds. If no living ally needs healing, do not spend the turn and log "No ally needs a field dressing." If the selected hero is dead, ask the player to choose a surviving hero. The Seraph's counterattack randomly targets one living hero and deals random damage from 10 through 18, reduced if that target was guarding. Log a dark combat message such as "The Veiled Seraph cuts through the smoke — Mara takes 13 damage." After the counterattack, advance the round number and return to the player's turn. Show the current state in a top-right panel as "Round N" and either "Your turn" or "The Seraph moves". Dead party members remain visible in their cards but become faded and grayscale, with HP displayed as zero. Disable actions while turns are resolving. If all three heroes die, end the expedition, disable the action buttons, show an end message like "The chapel claims the party. Press refresh to descend again.", and label the status "Expedition ended". If the Seraph reaches zero HP, end the encounter with the log "The Veiled Seraph falls. The ash is quiet — for now.", disable the actions, and open a centered dark overlay titled "Choose the next room". Include the text "The dungeon branches beneath the chapel. Every door changes what the party finds." and three selectable room buttons arranged in a row on desktop and stacked on small screens: "Hall of Echoes" with "Whispers reveal a forgotten route." and "+ scouting · low risk"; "Forgotten Shrine" with "A cracked idol waits beneath candle ash." and "+ healing · unknown cost"; and "Blood Pit" with "Something below still remembers your name." and "+ relic · high risk". Choosing Hall of Echoes starts a fresh encounter with the Seraph at 105 HP and restores 6 HP to each hero; choosing Forgotten Shrine starts it at 90 HP and restores 18 HP to each hero; choosing Blood Pit starts it at 125 HP and restores 6 HP to each hero. Reset round to 1, clear guards, re-enable actions, hide the overlay, and log that the selected room waits beyond the arch. Keep the visual atmosphere and restrained interface consistent throughout, and make the interface responsive so the party cards and action panel remain usable on narrow screens.