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Arcade › Wild Hunt
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ghada Shaheen built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Wild Hunt yet. Play it, then tell Ghada Shaheen what you would add next.
Wild Hunt was built by Ghada Shaheen 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 Hunt 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 action-hunt game titled “TITAN SOULS: WILD HUNT,” set in a dark teal-green outdoor wilderness arena. Use a perspective camera following a warrior player from behind at roughly 7 units distance, with a large open grassy ground plane, a broad tan village/path strip running through the area, distant dark low-poly cone mountains, scattered low-poly trees around the perimeter, and several rocks. Use atmospheric fog, soft shadows, warm directional sunlight plus cool teal/blue fill lighting, and a stylized low-poly RPG asset look. The player is Kyle, a human warrior represented by a loaded low-poly RPG Warrior character, starting at the near end of the path around the z=28 area. Place a large low-poly volcanic dragon encounter in the center/front of the arena around z=4. The dragon should be visibly much larger than the warrior, have an idle/flying animation if available, and slowly rotate while active. Put a faint glowing turquoise ring beneath the player as a spirit marker. Core gameplay is a close-range boss hunt. The player moves with WASD or the arrow keys using third-person controls and can jump through the movement controller. Press J for a quick melee attack, K for a heavier attack, and L to dodge. Attacks only damage the dragon when the player is within about 7 units. Quick attacks deal increasing combo damage: the first hit deals 10, then 12, 14, and 16 up to a four-hit combo if chained within about 1.1 seconds; heavy attacks deal 18 damage. Each successful hit creates a brief radial spark effect at the dragon and restores special energy (7 for a quick hit, 14 for a heavy hit). Add short attack cooldowns (about 0.28 seconds quick and 0.7 seconds heavy) so attacks cannot be spammed without timing. The player has 100 health and 100 special energy. The active dragon has 100 health. When the player is within 8 units, the dragon periodically attacks, dealing 10 player damage and producing a red hit spark and a warning message; the player should evade with L. Dodging has an approximately 0.8-second cooldown, moves the player backward/away by about 1.8 units, restores 4 special energy, and shows a brief “quick dodge” message. Press Q to use the companion attack only after taming; it has a 3-second cooldown and displays a blue spark/message, but keep the behavior faithful to the original simple companion attack rather than inventing a separate projectile system. The special ability is activated when special energy is at least 35. It consumes all current special energy, has about a 1.1-second attack lockout, reaches the dragon within 10 units, deals 30 damage, and produces a purple spark with a “spirit contract attack” message. When the dragon reaches zero health, stop its animation, mark it defeated, set collected parts to 3, and show a message telling the player to approach and press E to sign/tame the contract. Defeated dragons cannot be attacked further. If the player is defeated at zero health, show a “Kyle fell—try again” message. After the dragon is defeated, pressing E while within 8 units tames it. Mark the spirit contract complete, set monster eggs to 1, slightly enlarge the dragon, and display a message that the dragon was tamed and the charged egg is now owned, with Q available for a joint attack. Include an M/“Ride” control, but do not implement riding; when pressed after taming it should display that riding will be available in the next chapter. The quest text may describe defeating the volcanic dragon and obtaining the charged egg near its nest, while the actual completion awards the egg on taming as in the reference mechanics. Overlay the game with a fixed, non-interactive HUD styled as translucent near-black panels with thin pale teal borders and subtle blur/shadows. Keep the interface right-to-left Arabic while retaining the English title. At the top, show “TITAN SOULS: WILD HUNT” and a small Arabic subtitle identifying the Falconeer chapter/first Titan hunt. In the upper-right stats panel show Kyle and a state label that changes from hunt active to dragon defeated to spirit contract complete, a red health bar, a turquoise special-energy bar, and Arabic counters for monster eggs and parts. In the upper-left quest panel show the Harmony Festival mission: defeat the volcanic dragon, then obtain the charged egg near its nest. Near the lower center show a pale-gold contextual message panel for movement, attacks, hits, dodges, defeat, and taming. Along the bottom show the Arabic control hint: WASD/arrows move, J attack, K heavy attack, L dodge, Q monster attack, E tame after defeating. Also provide six touch-friendly buttons in a 3-column grid at lower right labeled in Arabic for attack, heavy, dodge, monster, tame, and ride, wired to the same J/K/L/Q/E/M actions. Use responsive layout that hides the keyboard hint on small screens and keeps the quest/stats readable.