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Arcade › Aetheria
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Toàn Nguyễn Văn built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Aetheria yet. Play it, then tell Toàn Nguyễn Văn what you would add next.
Aetheria was built by Toàn Nguyễn Văn 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 Aetheria 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 third-person exploration prototype titled “Aetheria”, set in “Lunaris Meadow”. Use Three.js or an equivalent real-time 3D engine with a perspective camera following a small stylized traveler. The player character is a simple low-poly/toon humanoid assembled from primitives: a white capsule-like coat/body, peach spherical head, dark blue conical hair, cyan torus scarf, small dark eyes, white capsule arms, and dark blue capsule legs. Place the traveler at the start of a large meadow and make the character cast shadows. When moving, animate alternating arm and leg swings and a very subtle body bob; use a faster, larger swing while sprinting, and leave the character mostly still while idle. Build a broad flat green meadow ground (approximately 70 by 70 units) with soft fog and a bright sky-colored background. Scatter stylized environmental elements procedurally: seven chunky faceted green meadow ridges/hills toward the back, a broad tan path crossing the field on a slight diagonal, many low-poly trees made from brown tapered trunks and faceted green canopies, small pink wildflowers, and scattered gray low-poly rocks. Add a translucent turquoise stream running diagonally through the meadow. Use soft atmospheric lighting: a bright hemisphere light, warm directional sunlight with real-time shadows, and a cyan accent light that follows near the traveler. The overall look is colorful, simplified, anime-inspired low-poly/toon 3D, with ambient fog and gentle bloom-like cyan accents rather than realistic detail. Use a third-person controller with camera distance around 7 units. Support mouse/touch drag to look/orbit and keyboard movement with WASD or arrow keys. Space makes the traveler jump, and Shift makes the traveler sprint/run; include gravity, jump speed, slope handling, and movement across the meadow. On touch devices, show an on-screen directional pad with up/left/down/right buttons and a JUMP button. The game should be an exploration/movement foundation with no combat, enemies, inventory, dialogue, or win condition beyond learning the movement rhythm and crossing the meadow. Overlay a fixed, glassy dark teal HUD that does not block gameplay. At the top-left show the cyan eyebrow “AETHERIA · GĐ1 PROTOTYPE”, the large serif title “Lunaris Meadow”, and subtitle “A procedural anime action-RPG foundation.” At the top-right show three compact stat cards: FPS, Stamina (0–100), and State (Idle/Walk/Run/Jump or the controller’s current state). On the left, show a “Traveler” panel with Mode: Third-person, Location: Lunaris Meadow, a cyan stamina bar, and a “Procedural character” tag. On the right, show a “First quest” panel containing the quest title “Whispers in the grass” and the text “Walk across the meadow, jump over the ridge and learn the movement rhythm.” Below it show controls: “WASD / arrows · Space jump · Shift run” and “Touch joystick appears on mobile.” At the bottom center, show the hint “Drag to look · WASD to move · Space to jump · Shift to sprint”. Keep the UI responsive: compact the panels and title on narrow screens, and reveal the touch controls when a coarse pointer/mobile device is detected. Continuously update the FPS, stamina percentage/bar, and capitalized movement state from the controller.