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Wild Crown

  • 3d
  • third-person
  • battle-royale
  • arena-shooter
  • anime
  • neon
  • low-poly
  • mobile-friendly
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. Tynaquia Haywood built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Wild Crown yet. Play it, then tell Tynaquia Haywood what you would add next.

Make your own game

Wild Crown was built by Tynaquia Haywood 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 Wild Crown 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 Wild Crown

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 battle-royale arena game titled “Wild Crown,” with a neon comic/anime low-poly style. Start on a character customization overlay before gameplay: show the large yellow “Wild Crown” brand at upper left, a translucent dark rounded panel centered over the scene, and the heading “Build your fighter.” Let the player choose one of five visibly different procedural hair styles: “1. Dreads” (beads + thick locks), “2. Sharp fade” (clean sides), “3. Fluffy eye-cover” (soft messy bangs, selected by default), “4. Long hair” (flowing back pieces), and “5. Messy spikes” (anime hero texture). Highlight the selected choice in mint green and provide a wide pink-to-yellow gradient “Drop into the arena” button. Explain that hair can be changed mid-match with keys 1–5. The player is a small stylized humanoid fighter with a colored suit, simple face/eye line, a pistol, and the selected hair visibly attached; use procedural geometry with dark ink-like outlines and flat-shaded materials, optionally replacing fighters and props with low-poly sci-fi/cyberpunk character and weapon models.

After starting, hide the customizer and place the player in a circular rooftop/city arena viewed from an over-the-shoulder third-person camera. The camera follows behind and above the player, aims toward the direction controlled by mouse movement or the right mobile look stick, and displays a thin glowing crosshair at screen center. Build the arena from a broad dark blue-purple circular floor with a magenta street grid, surrounding futuristic low-poly city blocks/skyscrapers, glowing windows, faint floating portal/ring decorations, cover blocks/cyberpunk props, trees, blue loot crates, and scattered decorative pickaxes. Keep the palette dark indigo/navy with saturated mint, pink, violet, blue, and yellow emissive accents.

The main goal is to eliminate all nine rival fighters and survive the shrinking storm ring. Spawn nine rivals around the player in a circle at varied distances; give them different bright suit colors and the five hair styles. They should move with simple autonomous AI toward nearby living fighters, circle/retreat at combat distance, avoid the edge, and fire at targets when within range. The player has 100 HP initially, a pistol that deals 34 damage, fires no faster than once every 260 ms, and reaches 42 meters. Shooting should create a brief bright tracer from the weapon toward the aim direction and flash targets when hit. Rivals should also fire visible tracers and damage the player or one another. A rival is eliminated at zero HP, enters a death state, and disappears shortly afterward; increment the player’s KO count only for rivals killed by the player.

Create a mint glowing circular ring around the arena starting at 43 meters. Once the match begins it steadily shrinks at 0.55 meters per second down to a minimum radius of 10 meters; include a larger translucent pink storm-wall glow just outside it. Living characters outside the current ring continuously lose HP, with the player taking about 9 HP per second and rivals about 14 HP per second. The player can collect floating, rotating mint-green glowing octahedral shield/health shards scattered around the arena; each pickup restores 28 HP, capped at 125, then disappears. Loot boxes and pickaxes may remain as visible environmental props, but do not make them grant weapons or boosts unless implementing behavior explicitly shown by the existing game.

Controls: WASD or arrow keys move relative to the camera-facing direction; mouse movement or dragging aims, with pointer lock available on desktop; click or Space fires; Shift performs a faster roll/sprint movement. Normal movement is about 6.2 units/second and roll movement about 11 units/second. On touch devices show two translucent circular virtual sticks near the bottom corners: left for movement and right for aiming, plus a large pink circular FIRE button and a smaller violet ROLL button. Support holding FIRE for repeated shots and holding ROLL for the faster movement. Allow number keys 1–5 to swap the player’s hair style during the match and immediately update the character and HUD.

Add a fixed HUD over the 3D scene: upper left shows “Wild Crown” in a bold comic display font and a desktop hint reading “WASD move • drag/mouse to aim • click/Space shoot • Shift roll”; upper right has a translucent rounded stats panel showing live “HP,” “KOs,” “Alive,” “Ring” in meters, and “Hair,” with important values in glowing mint. Initially it should read approximately HP 100, KOs 0, Alive 10, Ring 43m, and Hair Fluffy eye-cover. “Alive” includes the player and all living rivals. Keep the crosshair visible during play. When the player reaches zero HP, show a dark translucent end overlay with the heading “Eliminated” and text reporting how many KOs were achieved before the storm or rivals won. When all rivals are eliminated, show “Crowned!” and text such as “You cleared the lobby with X KOs.” Include a “Run it back” button that reloads/restarts the game.

Use soft shadows, fog, hemisphere plus warm directional lighting, ACES-like tone mapping, flat-shaded low-poly meshes, glowing emissive accents, rounded translucent glass UI panels, and bold readable typography. The game must be an actual interactive playable loop rather than a static mockup: customize hair, enter the arena, move and aim, shoot rivals, collect health shards, survive the contracting ring, and win or lose based on the stated conditions.

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