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Wallfall

  • 3d
  • third-person
  • action
  • quest
  • giant-hunting
  • fantasy
  • adventure
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. Karina Parra built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Wallfall yet. Play it, then tell Karina Parra what you would add next.

Make your own game

Wallfall was built by Karina Parra 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 Wallfall 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 Wallfall

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 single-player third-person 3D action-quest game titled “Wallfall // Outpost Zero,” set inside a fortified frontier city. Use a muted, grounded low-poly/real-time 3D visual style: gray-blue sky and fog, warm directional sunlight and cool fill light, earthy green ground, dusty brown roads, dark timber/stone buildings, modular fortification walls, and strong gold/cream UI accents. The camera follows the player from behind at about 7 units distance, with mouse look/pointer lock on desktop and WASD or arrow-key movement; support jumping with Space and attacking with mouse click or Space. The player is a small scout represented by a dark blue-gray capsule-like body carrying a bright metal blade. Keep a centered minimalist crosshair and a bottom-center contextual prompt.

Build a roughly 60-by-60 enclosed outpost district. The ground is a large flat green-brown area with a north-south main road about 16 units wide and an east-west road near the gate, with repeated pale road markers down the main road. Surround the district with tall modular perimeter walls on all four sides, leaving an opening in the east wall around the main gate. Make the east entrance visually prominent with two blocky gate towers, dark caps, and a gate arch. Place several simple rectangular houses with dark roofs inside the district, small cylindrical watch posts, and sparse stylized trees made from brown trunks and rounded green crowns. The player starts on the main road near the south/central interior, around (0, 0, 18).

At the east gate, place two animated soldier NPCs using humanoid soldier models: Captain Mara around (10, 0, 24), and a Gate Guard around (-10, 0, 24). Display floating labels “CAPTAIN MARA” and “GATE GUARD” above them. Place a glowing cyan-blue vial labeled “TITAN SERUM” near the gate around (6.7, 0, 24). Farther south on the main road, around (0, 0, -19), place a large animated stylized titan/giant called the “Breach Walker,” scaled much larger than the player and initially wandering/approaching the player. It should cast shadows and be visually imposing.

The game starts with a full-screen dark translucent title card. Show the title “WALLFALL,” the subtitle: “An original single-player 3D quest slice set inside a fortified frontier city. Patrol the wall, talk to soldiers, and stop the breach walker.” Include a gold “Enter Outpost Zero” button and a small desktop/mobile controls hint. After pressing the button, hide the card, capture the mouse if possible, and show a toast: “Reach the east gate and speak with Captain Mara.”

Use a simple four-stage quest flow. Stage 0: the bottom prompt says to move to the east gate and press E near Captain Mara. When the player is within about 4 units of Captain Mara and presses E, advance to stage 1 and show a toast with her briefing: “Captain Mara: The walker is beyond the south road. Cut its core before it reaches the wall.” The player can interact with the nearby serum by pressing E within about 3 units; this hides the vial and replaces the scout body and blade with a scaled-down titan visual attached to the player, sets a transformed state, and shows: “Titan serum activated — you are now a titan. Click or press Space to strike.”

Stage 1 objective: hunt and attack the Breach Walker. A normal attack has a cooldown of about 0.55 seconds and, when close enough (within about 10 units), removes 1 of the titan’s 5 hit points. In titan form the cooldown is about 0.75 seconds, attack range is about 16 units, and each successful hit removes 2 hit points. Flash the blade warm gold briefly during a scout attack. Show contextual text such as “Hunt the breach walker · 5/5 hits remaining · click or press Space to attack” and toast hit feedback such as “Titan strike — breach walker integrity 3/5.” When the titan reaches 0 HP, hide it, set stage 2, and toast “Breach walker down — return to Captain Mara.”

While stage 1 is active and the walker is visible, make it move slowly toward the player at roughly 1.2 units per second until it is within about 7 units. At that close distance, it damages the fortification by draining a wall-health value at about 3 points per second. Start wall health at 100 and show it as a horizontal meter in the top-right quest panel, colored from red/orange to pale gold. If it reaches zero, show “The wall has fallen. Reload to try again.” Do not invent additional combat systems, weapons, enemies, inventory, or levels.

After the walker is defeated, when the player returns within about 4 units of Captain Mara and presses E, advance to stage 3 and show “Quest complete — the outpost survives another night.” Change the bottom prompt to “QUEST COMPLETE · Explore the district or start another patrol.” Keep the simple quest state, wall meter, player/titan hit behavior, floating NPC/object labels, and toasts visible as appropriate.

HUD styling: fixed full-screen overlay with no pointer events except controls; top-left dark glass panel with thin gold border reading “WALLFALL // OUTPOST ZERO” and “A one-player giant-hunting field report”; top-right matching panel titled “QUEST 01 — The Breach Walker,” with text explaining to find Captain Mara, inject the serum, and stop the wandering walker, plus the wall-health bar. Use warm cream/gold typography, dark blue-charcoal translucent panels, rounded corners, a centered pale crosshair, and compact contextual prompts. Keep the world foggy, softly shadowed, and atmospheric, with the camera and labels updating as the player moves.

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