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Warrior Queen

  • 3d
  • historical
  • adventure
  • exploration
  • third-person
  • narrative
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. Solomon Adeklo built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Warrior Queen yet. Play it, then tell Solomon Adeklo what you would add next.

Make your own game

Warrior Queen was built by Solomon Adeklo 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 Warrior Queen 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 Warrior Queen

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 third-person 3D historical adventure game titled “Yaa Asantewaa: Warrior Queen of Ashanti,” set in Ejisu in the Ashanti Kingdom around 1900. The player controls Yaa Asantewaa, represented by a stylized low-poly female character, in a small village environment viewed with a third-person follow camera. Use an earthy, cinematic presentation: muted green grass, a large red-brown earth clearing, a broad orange-red dirt road, warm sunlight with soft shadows, light atmospheric fog, and a pale blue-green sky. Build the village with several simple traditional compounds/huts made from pale plaster-colored rectangular walls and dark brown pitched/conical roofs, a wooden council platform, a market canopy supported by posts, fences, bushes, and scattered trees. Place a symbolic golden ceremonial stool on the council platform. Include two nearby NPCs using the same stylized character aesthetic: a Village Elder near the back of the central area beneath/near a tree, and a Trader near the market canopy. Show floating world labels “Village Elder” and “Trader” when their labels are visible in the camera view.

Begin with a full-screen introduction overlay before gameplay starts. It should be a dark brown/black translucent radial-gradient panel with gold borders and warm cream typography. Center a card reading “A HISTORICAL ADVENTURE IN ASHANTI,” “Yaa Asantewaa,” and “Warrior Queen of Ashanti,” followed by text explaining that this is a living reconstruction of Ejisu at the turn of the twentieth century, inviting the player to walk the red-earth paths, listen before acting, and earn trust as a leader of resistance. Include a large gold “BEGIN THE JOURNEY” button and a note that historical facts and dramatized content are clearly marked in the Ashanti Chronicle. Clicking the button fades out and removes the intro, starts the player, and displays a toast: “Your story begins in Ejisu. Walk to the elder beneath the tree.”

The main HUD is always overlaid in a dark brown and gold editorial style. At top left show “ASHANTI KINGDOM · C. 1900” and “Yaa Asantewaa.” At top right show three statistic panels: Leadership initially 12, Morale initially 68, and Chronicle initially “1 / 12.” At bottom left show the objective card with gold left border: “CHAPTER I · EJISU,” title “A Voice in the Courtyard,” and “Walk to the elder beneath the silk-cotton tree and listen to the village’s concerns.” At bottom right show “WASD / arrows to move · Space to jump · E to interact” on desktop-sized screens. Use responsive sizing so the HUD fits smaller screens.

Movement should use WASD or arrow keys through a third-person character controller, with walking/running animation while moving, idle animation while stopped, jumping with Space, gravity, and collision/slope handling. The camera follows behind and above Yaa at a moderate distance. Do not add combat, weapons, enemies, inventory, or fictional systems that are not described here. The core mechanic is exploration and proximity-based conversation. When the player is within approximately five world units of the Village Elder and presses E, the first interaction changes the objective to “A Kingdom to Defend,” with text: “The elder has entrusted you with a message: travel toward Kumasi and learn what the royal court fears.” Increase Leadership by 8, increase Morale by 4, advance Chronicle to 2 / 12, and show the toast: “ELDER: ‘A kingdom is held together by more than walls. Listen, Yaa. Then decide.’” Subsequent E interactions near the elder show: “The elder watches the road toward Kumasi.” When within approximately five units of the Trader and pressing E, show: “TRADER: News travels with the caravans — and so do rumors of British demands.” and increase Leadership by 1 each time. If E is pressed away from both NPCs, show: “There is no one close enough to speak with.”

Also support the Chronicle shortcut C: pressing C increments the Chronicle value by one, capped at 12, and shows a toast reading “ASHANTI CHRONICLE UPDATED · Historical fact: The Golden Stool represents the soul and unity of the Ashanti nation.” Keep the stat displays synchronized with all changes. After the elder has been spoken to, the game state should be Chapter 2 with objective “Travel toward Kumasi”; otherwise it remains Chapter 1 with objective “Speak with the village elder.” Present the game as a respectful historical/dramatized exploration experience, preserving the warm parchment, gold, dark brown, serif typography and low-poly village visual style visible in the reference.

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