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Arcade › Verdant Oath
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Rafael Dalavia built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Verdant Oath yet. Play it, then tell Rafael Dalavia what you would add next.
Verdant Oath was built by Rafael Dalavia 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 Oath 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 browser-based 3D third-person action game titled “Verdant Oath,” subtitled “Ruins of the Emerald Glade.” Use Three.js-style rendering with a stylized low-poly fantasy look, bright cyan sky/fog, soft shadows, and a compact circular grassy forest clearing. The camera follows the player from behind at an adjustable third-person distance of about 6 units; mouse drag or right stick rotates the camera, and touch joystick input is supported. The player is a simple anime-styled warrior centered in the scene: a blocky blue-purple tunic/body, pale spherical head, dark purple rounded hair with side pieces, gold belt, pale arms, steel-colored legs, and a sword held on the right side with a gold guard. Place the warrior initially near the front/center of the clearing and make the character move with WASD, sprint with SHIFT, and dodge with SPACE. Movement should be responsive and use gravity/jump-capable third-person controls, although no explicit jump action is displayed in the HUD. Build the arena from a large circular green grass floor and a smaller flattened brown circular ancient path/clearing beneath the combatants. Surround the clearing with scattered low-poly stone ruin pillars, rocks, several broad fantasy trees and pine trees, and a closed ancient gate/ruin structure in the distance. Use warm directional sunlight, cool hemisphere fill light, fog, ambient occlusion-like soft shadows, and a clean low-poly fantasy RTS asset aesthetic. Add one enemy guardian named “Gloomfang,” initially positioned several units directly ahead of the player. Model it from simple stylized shapes: a dark purple rounded core/body, a larger vertically stretched glowing violet aura/body shell, two small gold horns, and glowing purple claw-like arms. It should pursue the player when farther than roughly 2.3 units, rotate to face the player, and periodically perform a close-range “GUARDIAN SLAM” attack about every 2.2 seconds, dealing 16 damage unless the player is currently invulnerable from a dodge. When hit, briefly show a visual hit reaction/effect. If defeated, make the guardian rotate/fall downward and disappear toward the ground. Implement the combat rules exactly: J performs a light attack only when not already attacking, dodging, victorious, or after the enemy is dead. Light attacks have a short cooldown/attack duration, cycle a three-step combo named “SLASH I,” “SLASH II,” and “SLASH III,” and deal 14 + (combo number × 4) damage when the enemy is within 3.2 units. K performs a slower heavy attack named “HEAVY ARC,” resets the combo, and deals 32 damage within 3.2 units. L casts “ARCANE BURST” if its cooldown is ready: it deals 26 damage to Gloomfang if within 8 units and then starts a 5-second cooldown. Show hit effects as expanding, rotating translucent wireframe icosahedron-like magical bursts, using cyan for light attacks, gold for heavy attacks, purple for arcane magic, and pink/red for the guardian slam. Dodge lasts about 0.55 seconds, grants invulnerability during that time, and displays “DODGE.” Create a fixed glassy dark HUD over the game. At the top left show a rounded panel with “VERDANT OATH,” “Ruins of the Emerald Glade,” the label “WARRIOR,” a cyan-to-blue health bar, and “100 / 100” initially. At the top right show “GLOOMFANG,” “Ancient Forest Guardian,” the label “ENEMY,” a pink-to-dark-red health bar, and “120 / 120” initially. Health bars should update continuously as damage is dealt. At the bottom left show the exact control legend: “MOVE WASD · SHIFT sprint · SPACE dodge” and “COMBAT J combo · K heavy · L arcane burst,” plus “Mouse drag / right stick: camera · touch joystick supported.” At the bottom right show a panel titled “ARCANE BURST” and either green “READY [L]” or a gold cooldown countdown such as “COOLDOWN 4.8s.” Near the center-top, display temporary uppercase combat messages such as “SLASH I,” “HEAVY ARC,” “ARCANE BURST,” “GUARDIAN SLAM,” “DODGE,” and “GUARDIAN DEFEATED.” Include the bottom hint: “Defeat the guardian. Keep moving — its slam has a long wind-up.” The game goal is simply to defeat Gloomfang before the warrior’s health reaches zero. If the guardian reaches zero health, show “GUARDIAN DEFEATED” and end in a won state. If the warrior reaches zero health, show “FALLEN — REFRESH TO RETRY” and end the encounter. Keep the visual presentation colorful, minimal, and readable, with rounded translucent HUD panels, uppercase letter-spaced headings, and no extra game systems, enemies, inventory, score, or narrative mechanics beyond this single guardian battle.