Appearance
Arcade › Verdemarca Nemesis
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Signor Dante 209 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Verdemarca Nemesis yet. Play it, then tell Signor Dante 209 what you would add next.
Verdemarca Nemesis was built by Signor Dante 209 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 Verdemarca Nemesis 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-based 3D fantasy RPG demo titled “Verdemarca Nemesis” (the UI may display “Verdemarca: Nemesis” and “Demo RPG 3D”). Use a dark forest-green, softly fogged third-person world viewed through a perspective camera following the player. The scene should have a large flat green forest ground, an old brown dirt road running through the center, a narrow blue-green stream on the left, and a circular gray stone courtyard at the far end. Scatter a small number of stylized low-poly fantasy trees around the forest. At the end of the road, build a fortified enemy location from three fantasy watchtower models: one central tower and two smaller side towers, forming the fortress courtyard. Use warm directional sunlight, soft shadows, green ambient lighting, and a subdued dark-green fantasy palette. On first load, show a centered character-creation modal over a dark translucent overlay. The modal is a rounded dark glass-like panel with a thin muted-gold border. Display the large heading “La frontiera vive”, followed by Italian explanatory text: choose a hero, guide the conquest of the fortress, explore the forest, face the enemy captain, and try the Nemesis and hero-management systems. Add the heading “Creazione personaggio” and four selectable race cards in a row (two rows on narrow screens): Umano with “+10% salute”, Elfo with “+15% velocità”, Nano with “+20% difesa”, and Orco with “+25% attacco”. Highlight the selected card with a gold border and subtle gold tint; select Umano by default. Below the cards show “Bonus scelto: … Potere iniziale …” and a full-width gold button labeled “Entra nella Verdemarca”. The displayed initial powers are Umano 10, Elfo 12, Nano 14, and Orco 16. The race bonus labels are part of the character-selection UI; implement the actual gameplay difference shown by the code at minimum as the Elfo’s faster movement speed (5.8 rather than 4.8), and initialize the player power according to the selected race. After starting, hide the creation screen and spawn a stylized animated warrior player at the near end of the road, around the world position (0, 0, 12), with third-person controls and a following camera. Spawn an animated wizard ally nearby, around (-3, 0, 8), facing toward the play area. Spawn the enemy animated monster captain at the fortress approach, around (0, 0, -21), and place the fortress towers at the end of the road near z=-25. The named nemesis is Gruk Zannacupa, a vengeful “Capitano della Torre” with power 42 and successor Morga la Codarda. Give animated characters idle animations and switch the player to a run/walk animation while moving. The player can move with WASD or arrow keys, hold Shift to run, and press Space to jump; use gravity and a third-person movement speed of 4.8, or 5.8 for the Elfo. Build the main objective around approaching the enemy tower and attacking the captain. The player may attack with the E key or the visible “Attacca capitano” button, but only when within 6 world units of the fortress/captain. If too far away, display an Italian toast notification equivalent to “Avvicinati alla torre per attaccare.” Each successful attack reduces the captain’s power by max(8, round(12 + playerPower*0.22)); show a temporary gold pill-shaped toast such as “Colpo riuscito: -X potere al capitano.” Repeated attacks are allowed while the captain is alive. When Gruk’s power reaches zero, mark him defeated, set the captured fortress count to 1/3, add 20 to the player power, and display a success toast equivalent to “Torre conquistata! Un eroe nemico entra nella tua gerarchia.” Add Gruk to the hero roster as “Capitano conquistato”, power 32, initially assigned to “Riserva”. Then trigger the Nemesis succession by spawning an animated monster at approximately (5, 0, -25), named Morga la Codarda, with personality “codarda”, rank “nuovo capitano”, and power 28. Display a toast announcing that Morga takes command. If the player attacks after Gruk is defeated, show a notification equivalent to “La catena di comando è già cambiata.” Do not add additional fortress progression beyond the visible 0/3 counter and this single captured fortress behavior. Create a persistent HUD over the 3D view. In the upper-left, show a dark rounded brand panel with “DEMO RPG 3D” in small gold uppercase text and “Verdemarca: Nemesis” below. In the upper-right, show rounded status pills for “Razza” with the selected race, “Potere” with the current power, and “Fortezze” with the captured count formatted like 0/3. Put temporary notifications centered near the top in a gold pill. Along the bottom, show a dark hint panel reading “WASD / frecce: muovi · Shift: corsa · Spazio: salto · E: attacco · M: gestione”, plus buttons “Gestione” and a red/dark-danger “Attacca capitano”. Implement the hero-management panel opened by the M key or “Gestione” button. It should be a dark rounded panel near the upper-right with the heading “Gestione degli eroi” and explanatory text that conquered heroes can be assigned to a mission or defense. Initially list Lysandra, role “Maga”, power 18, assignment “Riserva”, and Borin, role “Guardiano”, power 22, assignment “Riserva”. After defeating Gruk, list him too with the values above. Each hero row should offer “Missione” and “Difesa” buttons; clicking one updates that hero’s assignment and displays an Italian toast stating that the hero was assigned to the chosen lowercase role. Include a “Chiudi” button. Keep the interface responsive: use a two-column race-card layout on small screens, retain the dark green/gold visual language, and hide the long bottom hint on narrow mobile displays. Use standard HTML/CSS UI layered over a Three.js scene, with rounded translucent panels, muted cream text, gold accents, green controls, and red for the attack action.