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Wildbind

  • 3d
  • action
  • fantasy
  • third-person
  • creature-capture
  • arena
  • mobile
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1 play

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Shahroz Ashfaq (Big Boss) built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Wildbind yet. Play it, then tell Shahroz Ashfaq (Big Boss) what you would add next.

Make your own game

Wildbind was built by Shahroz Ashfaq (Big Boss) 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 Wildbind 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 Wildbind

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 browser-based 3D third-person action game titled "Wildbind". Use Three.js or an equivalent WebGL engine with a soft, colorful low-poly/friendly fantasy look. The camera is a smooth over-the-shoulder perspective camera following the player from behind at about 7.4 units away and 3.8 units high; allow mouse/touch dragging to orbit horizontally and adjust pitch, with a slight downward view of the character and arena.

Set the scene in a compact forest trial arena: a circular green grass platform/ground about 27 units across, with a tan circular clearing/path in the center, a pale teal sky/background and matching distance fog. Place stylized low-poly trees around the perimeter (roughly at (-18,-17), (15,-17), (-19,1), (19,4), (-14,17), (15,17), (0,-20)) and several low-poly rocks around the play area. Use bright ambient hemisphere lighting plus warm directional sunlight, with shadows enabled.

The playable hero is a golden-armored female knight character standing initially near the south side of the clearing at position (0,0,7), facing into the arena. Give her a visible custom sword consisting of a pale-blue metallic rectangular blade, gold crossguard, and brown grip. Use animated character clips where available: Idle, Walk, Run, and SwordSlash. The hero has 100 health. Keep her movement within approximately x/z bounds -24 to 24. Keyboard controls are WASD or arrow keys to move, Shift to run faster, Space to attack, and E to capture. Movement is relative to the camera yaw, and the hero turns to face her movement direction.

Place exactly three wild creatures in the arena, each with a floating health bar: an orange/red "Ember Imp" at approximately (-6,-4) with 80 HP, a yellow/brown mushroom creature called "Mosscap" at (6,-7) with 110 HP, and a blue/white wolf called "Moonfang" at (9,7) with 95 HP. Use friendly stylized animated monster models and Idle/Walk/HitRecieve animations when available. Creatures wander gently around their home positions when far from the player. When the player comes within 7 units, the nearest creature approaches; it stops around 2.15 units away and continuously damages the hero for 8 HP per second while close. Creatures display world-space health bars above them, face the camera, and briefly scale up when hit.

Implement the combat and capture loop exactly: pressing attack has a roughly 0.48-second cooldown and a roughly 0.32-second sword swing animation. It targets the nearest living creature, and if that creature is within 3.15 units it loses 34 HP, adds 10 score, flashes/plays its hit animation, and changes the status message to "Sword strike!" or, when HP is 20 or lower, "Weakened! Capture with E or the orb button". When a weakened creature (HP <= 20) is within 3.5 units, pressing E captures it: hide/remove it from play, increment Captured, add 50 score, and show "Captured [creature name]!". If capture is attempted without a valid weakened nearby target, show "Weaken a creature first". The goal implied by the interface is to defeat and capture all three creatures; show capture progress as 0/3 through 3/3. There is no projectile or separate magic system; the orb is only the touch control for capture.

Render a canvas-based HUD over the 3D scene. In the upper-left place a dark translucent panel with the title "WILDBIND", subtitle "Forest Trial", "Captured 0 / 3" (updating), and "Score 0" (updating). Below it show HERO and a gold health bar with the current value such as "100 / 100". Show the nearest living target's uppercase name and current/max HP plus a target health bar; use red/pink while healthy and green when HP is 20 or below. Show a status message such as "Defeat the wild creatures" and update it with combat/capture events. At the bottom, display the instruction text "Move: WASD / left stick   Attack: Space / sword   Capture: E / orb".

Also support touch controls for mobile: a translucent circular virtual joystick in the lower-left that moves the hero, a large gold circular button on the lower-right labeled "SWORD" for attack, and a smaller blue circular button below it labeled "ORB" for capture. Touch-dragging elsewhere on the canvas rotates the camera. Ensure the interface scales to the viewport, works in portrait or landscape, and uses a dark blue/teal page background behind the rendered canvas. The game should begin immediately after loading the models and should feel like a compact single-arena creature-hunting and binding trial.

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