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WARSTORM

  • 3d
  • action-rpg
  • dark-fantasy
  • third-person
  • dungeon-crawler
  • low-poly
  • progression
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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. ER grickdarkblue built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about WARSTORM yet. Play it, then tell ER grickdarkblue what you would add next.

Make your own game

WARSTORM was built by ER grickdarkblue 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 WARSTORM 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 WARSTORM

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 dark-fantasy action RPG titled WARSTORM. The game opens on a full-screen dark navy menu over a shadowy dungeon backdrop. Center a glassy, rounded rectangular panel with thin blue border and subtle inner glow. It contains the cyan uppercase eyebrow “DARK FANTASY ACTION RPG,” a very large glowing white/cyan WARSTORM title, the Vietnamese subtitle “Bước vào hầm ngục bão tố. Rèn kiếm, hạ quái vật và mở khóa sức mạnh của Rookie Blade.”, and four vertically stacked buttons: bright blue “PLAY DUNGEON,” then “HEROES · ROOKIE BLADE,” “INVENTORY · IRON EDGE,” and “SETTINGS · WASD / MOUSE.” The latter three are informational buttons that show brief toast messages rather than opening separate systems. Use a clean futuristic sans-serif UI, cyan highlights, muted blue-gray text, translucent navy panels, and responsive mobile styling.

When Play Dungeon is pressed, hide the menu and enter a real-time Three.js-style third-person dungeon arena. Use a perspective camera around 58 degrees, following the player from behind at roughly 6 units distance. The arena is a large flat dark blue-black floor with fog and a nearly black navy background. Surround the play space with roughly two dozen to 26 low-poly ruined pillars arranged in a broad circular perimeter; most are gray-blue stone cylinders with irregular polygonal sides and some glow deep blue. Add scattered low-poly rocks. Lighting is cool and dramatic: pale blue hemisphere light, strong cool directional light with shadows, and a bright blue point light near the player. The environment should feel like a sparse, ominous dungeon ruin rather than a detailed indoor room.

The playable hero is Rookie Blade, a simple low-poly melee warrior at the starting position near the south side of the arena. Build him from primitive meshes: metallic gray capsule-like armored torso, tan spherical head, dark rounded hair cap, dark navy rectangular cape, and a one-handed Iron Edge sword with dark hilt and glowing blue blade held at his right side. Movement is third-person WASD with mouse camera rotation; the supplied controls support jumping with Space, running with Shift, and normal movement speed about 4.4. The hero turns toward movement/camera facing. Left mouse performs a short melee slash with approximately 0.34 seconds of attack lock, hitting enemies within about 2.3 units and in front of the hero. Base attack is 16 damage. Show a small toast such as “IRON EDGE · HIT” when attacking.

Each stage spawns a group of pursuing low-poly monsters ahead of the player, initially 3 plus up to 4 additional enemies as stages rise. Enemy types are Zombie, Zombie Rabbit, Stone Monster, and Wolf, visually made from simple low-poly sphere/capsule-like body and head meshes. Use the actual enemy characteristics: Zombie 60 HP, speed 1.8, damage 9; Zombie Rabbit 38 HP, speed 4.1, damage 8; Stone Monster 150 HP, speed 1.1, damage 18 and larger scale; Wolf 75 HP, speed 3.1, damage 13. Enemies idle until near the player, then chase within roughly 12 units and attack at about 1.65 units, with attack cooldowns. Enemy contact reduces HP. On stage 5, 10, 15, 20, and 25 also spawn a larger Wolf Boss with roughly 380 + stage*20 HP, speed 2.2, damage 22; at below 40% HP it enters a faster phase. Defeating the boss immediately completes the stage and awards extra experience. Keep enemy meshes understated, dark and low-poly, with distinct pale blue rabbit, gray stone, muted green zombie, and gray wolf colors.

Add four keyboard skills exactly as implemented: Q Dash unlocked at level 1, cooldown 3 seconds, move the hero 2.3 units forward and perform a stronger melee hit; E Charge unlocked at level 5, cooldown 6 seconds, move 3.8 units forward and strike for a stronger amount; R Parry unlocked at level 10, cooldown 8 seconds, creates a roughly 0.7-second parry window that prevents incoming damage; F Wave unlocked at level 15, cooldown 12 seconds, damages every non-dead enemy within 6 units for a large area attack. Locked skills should remain visible in the HUD with their required level, become ready when unlocked, and show cooldown seconds while unavailable. The original game labels these skills in the HUD as “Chém,” “Chém Nhanh,” “Lao Kiếm,” “Phản Đòn,” and “Kiếm Khí,” with English small descriptions such as melee slash where applicable.

Implement progression: begin at level 1, 100/100 HP, attack 16, EXP 0/100. Killing normal enemies grants 18 EXP except Stone Monsters grant 35; Wolf Boss grants 180. On leveling, carry over excess EXP, increase the next EXP threshold by multiplying it by about 1.32 and rounding, increase max HP by 16, restore HP to full, and increase attack by 4. Provide a 25-stage run. Stage ranges use these zone names and scene colors: stages 1–5 FOREST with dark green-black #0a1c1a, 6–10 FIRE with dark red-brown #32130f, 11–15 ICE with dark blue #0b2538, 16–20 DARK RUINS with purple-black #151226, and 21–25 DEMON REALM with dark magenta #2c0d21. Change the scene background and fog color when advancing zones. When all enemies are dead, show a victory overlay; for boss stages, show boss-defeat victory. A defeated player shows a defeat overlay. Victory offers “Next Stage,” capped at stage 25; defeat offers “Retry Stage,” restarting from stage 1.

During play, overlay a non-interactive HUD. At top left, use a translucent rounded panel with the level/name “Lv 1 · Rookie Blade,” current and max HP, a red/pink gradient HP bar, EXP and next threshold, stage number, and a blue/cyan gradient EXP bar. At top right, show the current zone in large uppercase and the number of remaining threats. Along the bottom left, show five compact glassy skill cards: LMB attack plus Q/E/R/F skills, with the key at the upper right, skill name, and “ready,” cooldown, or “Lv N · locked” status. At bottom right, show a hint panel: “WASD di chuyển · rê chuột để xoay camera” and “Click chém · Shift chạy · Space nhảy.” Toast notifications appear centered near the top for entering the dungeon, stage changes, level ups, unlocked skills, cooldowns, damage/contact events, parry readiness, and boss roar. Display floating red damage numbers above hit enemies that drift upward and fade.

Use soft shadows, fog, blue emissive accents, dark navy translucent UI cards, cyan borders, red HP bars, and restrained low-poly geometry throughout. The game must be playable rather than a mockup: mouse/keyboard movement, camera control, attacks, enemy pursuit and damage, skill cooldowns/level locks, XP leveling, stage progression, victory, defeat, retry, and next-stage flows must all work.

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