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Verdant Eclipse

  • 3d
  • bullet-heaven
  • survival
  • fantasy
  • top-down
  • roguelite
0
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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. Zibo1990 xd built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Verdant Eclipse yet. Play it, then tell Zibo1990 xd what you would add next.

Make your own game

Verdant Eclipse was built by Zibo1990 xd 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 Verdant Eclipse 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 Verdant Eclipse

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 browser-based 3D top-down bullet-heaven survival game titled “Verdant Eclipse,” with a dark verdant fantasy aesthetic and German UI text. Use Three.js-style rendering with a perspective camera looking down from above and slightly behind the player; keep the player centered as the camera follows. The world is a circular dark-green arena on a large flat ground plane, surrounded by a subtle glowing green ring and a faint grid. Add soft atmospheric fog, cool teal ambient lighting, a warm directional key light, and a green point-light glow near the arena center. Place a handful of low-poly fantasy trees around the distant perimeter and several scattered rocks inside/outside the play area. Use simple stylized low-poly geometry or comparable fantasy character/enemy assets with shadows enabled.

Before play, show a full-screen class-selection overlay with a translucent dark panel and a green radial background. Header: “VERDANT ECLIPSE · PLAYABLE SLICE”; large heading: “Wähle deine Elfenklasse”; subtitle: “Originale Bullet-Heaven-Demo mit PC-Steuerung — WASD/Pfeile bewegen, automatisch angreifen, Space für den Dash.” Present three equal selectable cards:
1) “PALADIN · NAHKAMPF”, “Lyra, Sonnenwacht” — blonde adult high elf in light paladin combat clothing; broad light blades, high resistance, circular strike.
2) “SCHURKIN · KRIT”, “Nyx, Schattenblatt” — black-haired adult elf in flexible leather armor; twin daggers, high speed, poison blades.
3) “MAGIERIN · FLÄCHE”, “Rhea, Glutdorn” — red-haired adult elf in a light cloth robe; fireballs, flame ring, stronger projectiles.
Cards should have rounded corners, dark green gradient fills, subtle borders, hover lift, and pale-green tag styling.

Once a class is selected, hide the selection screen, spawn the selected elf at the center, and display the fixed HUD. The upper-left translucent panel says “VERDANT ECLIPSE,” shows the selected character name, and shows the skill text: Lyra “Lichtklinge · Solarstoß,” Nyx “Giftklingen · Schattenfächer,” or Rhea “Feuerkugel · Glutring.” Upper-right stats show WELLE (wave), ZEIT (elapsed timer formatted m:ss), KILLS, and LEVEL. At the bottom center show a glowing horizontal XP bar, three ability badges reading “SPACE / Dash,” “AUTO / Angriff,” and “WELLE 10 / Truhe,” followed by “WASD / Pfeile bewegen · SPACE dashen · alle 10 Wellen erscheint eine Schatztruhe.” Make the layout responsive, stacking the upper panels and class cards on narrow screens.

The player moves continuously under WASD or arrow-key control in the top-down arena, with class-specific movement speeds: Lyra 5.2, Nyx 6.4, Rhea 4.7. The player automatically attacks the nearest enemy at a repeating class-specific interval: Lyra every 0.62 seconds for 24 damage, Nyx every 0.42 seconds for 16 damage, and Rhea every 0.78 seconds for 33 damage. Fire a visible glowing projectile from the player toward the nearest enemy: Lyra pale gold, Nyx mint green, Rhea orange-red, with approximate projectile radii .22, .16, and .25 respectively and speed about 13. Rhea additionally creates a brief orange glowing torus/flame ring centered at the player whenever she shoots. Press Space to dash, with a short cooldown of about 2 seconds and a roughly 3-unit burst in the movement direction; keep the dash visually readable.

Run an endless wave timer: begin at wave 1 with four enemies already spawned, then start a new wave every 24 seconds. During ordinary waves, spawn one additional enemy approximately every 1.4 seconds. Every tenth wave is a boss wave: spawn enemies more frequently (approximately every .8 seconds, two at a time), use larger purple-blue faceted enemies with about 180 + wave*12 health and speed 1.0; ordinary enemies are smaller glowing pink/red faceted low-poly forms with 32 + wave*6 health and speed around 1.7–2.4. Enemies continuously home toward the player. If one reaches close melee range (about 1.2 units), end the run and update the skill/status text to “Besiegt — Seite neu laden für einen neuen Run.”

Projectiles travel across the arena and damage enemies on contact; remove them after impact or when they travel more than about 30 units from the player. On enemy death, remove it, increase KILLS, and grant XP: 2 for a normal enemy and 8 for a boss. Start at LEVEL 1 with an XP requirement of 12; when the bar fills, increase the level, carry over excess XP, multiply the next requirement by 1.25, and increase damage by 5 for Lyra/Rhea or 3 for Nyx. At wave 10, 20, and every later tenth wave, spawn a visible small treasure chest at a random position within roughly the central arena; it should remain for about 18 seconds. Use a two-piece wooden/gold low-poly chest. Keep the visual language consistent: dark teal glassmorphism HUD, pale mint text and highlights, glowing projectiles, faceted enemies, low-poly fantasy scenery, soft shadows, fog, and a nearly black green background. Do not add unrelated weapons, inventory, multiplayer, or extra menus.

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