Appearance
Arcade › Wardenfall
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Lady Fang built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Wardenfall yet. Play it, then tell Lady Fang what you would add next.
Wardenfall was built by Lady Fang 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 Wardenfall 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 third-person 3D survival-and-collection game titled “Wardenfall.” Set it in the dark futuristic ruins of New Aster: a large flat ruined plaza with a deep navy-blue ground, a subtle glowing blue grid, fog fading into darkness, and scattered rows of chunky square ruin blocks/cubes in muted blue-gray materials. Use a moody sci-fi palette with cyan and occasional amber point lights, soft shadows, bloom-like emissive accents, and a slightly cinematic perspective camera following behind and above the player at about 6 units distance. The player is a human armored adventurer/warden in a green-gray sci-fi outfit, centered in the world and controlled in third person. Support WASD movement and a touch joystick on mobile, with movement speed around 4.5; retain jump-style controller behavior if provided by the control system, but the game’s explicitly documented action is Space (or the mobile jump/action button) to strike. Keep the player grounded in the plaza and allow movement around the ruin blocks. Place three collectible glowing gene shards around the plaza, at separated locations: one cyan shard near (-4, 0.2, -2), one amber/orange shard near (2, 0.2, -6), and one cyan shard near (6, 0.2, 3). They should be small bright glowing spheres or shard-like pickups. When the player comes within roughly 1.5 units, automatically collect the shard, remove it from the scene, increase the shard count, increase Bond by 15 percentage points up to 100, and show a temporary toast such as “Gene shard recovered.” Include an initial alien companion: a large colorful monster with a purple body and bright green head/limbs, standing/following near the player’s right side. It should idle with animation and continuously follow the player at an offset of about (+1.5, +0.25, +0.7), gently bobbing and facing the player. Also include an apex dragon enemy farther away in the plaza, initially around the player’s right/front at a distance, with an idle/flying animation. The dragon should detect the player within 7 units, turn to face them, move toward them when farther than 3.2 units, and damage the player continuously at about 4 health per second when close. Start player health at 100. If health reaches zero, stop gameplay and show “Warden down. Refresh to retry.” Implement Space/strike with a 0.55-second cooldown. On strike, show a temporary “Strike!” message; if the enemy is within 4 units, deal 25 damage. Start enemy health at 100, so four successful strikes defeat it. At zero health, remove the dragon and show “Apex target defeated. Salvage secured.” Do not require an aiming reticle; proximity-based melee is sufficient. Add the fusion progression: the top-right “FUSE CORE” button is disabled/dimmed until all 3 shards are collected. Pressing it, or pressing F, fuses the core only when 3 shards are owned. Fusion sets Bond to 100%, marks the state as FUSED, removes the initial alien companion, and replaces it with a smaller flying/dragon companion that follows the same right-side offset and faces the player. Show “Fusion complete: the companion evolved.” If the player tries before collecting all shards, show “The core needs 3 gene shards.” If already fused, show “The fusion is already stable.” Create a fixed glassy HUD over the game. In the upper-left, use a rounded translucent very dark panel with a subtle cyan border/glow. Display the cyan uppercase title “WARDENFALL,” the subtitle “A fusion-hunt survival slice in the ruins of New Aster.”, a live line reading “Bond: 0% · Shards: 0/3” with an added “ · FUSED” after fusion, and a horizontal health bar whose fill starts at 100% and uses a cyan-to-mint gradient. Include the hint “Move with WASD or the touch joystick. Space attacks.” In the upper-right, show the rounded gold-outlined “FUSE CORE” button. Put temporary amber toast notifications centered near the bottom, and a dark pill-shaped bottom help label reading “WASD / joystick · Space / jump button = strike · Fuse Core changes your companion”. Make the interface responsive for small screens, retaining touch controls and keeping the HUD readable. Use low-poly/modular 3D character assets or equivalent: armored human warden, colorful alien companion, and evolved dragon companion/enemy. Enable shadows, fog, a perspective camera, a dark navy background, cyan hemispheric/directional lighting, a cyan moving point light near the player, and an amber light in the distant plaza. The game should begin immediately in the exploration state with Bond 0%, Shards 0/3, health full, the alien companion present, and the dragon enemy active.