Appearance
Arcade › Wildblade Quest
Click the game above and it runs right here in your browser. No download, no installer, no account needed. jacob bradbury built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Wildblade Quest yet. Play it, then tell jacob bradbury what you would add next.
Wildblade Quest was built by jacob bradbury 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 Wildblade Quest 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.
Rebuild a playable browser 3D medieval action-adventure called “Wildblade Quest” in Three.js, using a colorful low-poly fantasy style with animated GLB-style characters and buildings, soft shadows, bright blue sky, green grass, tan roads, a circular gray stone plaza, and a river along the eastern side. Use a third-person follow camera positioned high behind the hero (roughly 13 units up and 17 units behind), smoothly tracking the player and looking toward them; keep the world centered on a bounded open map approximately 140 by 140 units. Begin with a centered dark translucent “Create your hero” panel. It should explain that the player picks a class, names the hero, and enters a medieval open world with a city, marketplace, talking characters, loot, and a trade plaza. Include a cream name input defaulting to “Ari,” three selectable class cards, and a gold start button labeled “Start in Stonebridge.” The classes are Warrior (120 HP, 6.2 movement speed, 38 sword damage, 20 bow damage, standard reload), Ranger (95 HP, 6.7 speed, 24 sword damage, 34 bow damage, faster bow reload, starts with bow), and Wizard (85 HP, 7.4 speed, 22 sword damage, 28 bow damage, starts with sword). Visually distinguish the selected class with a warm gold/orange card and outline; the other cards are blue-gray. Starting the game spawns the chosen animated hero at Stonebridge’s southern interior road around coordinates (0,18), hides the creator panel, and displays a brief entry message. Build Stonebridge as a safe medieval walled settlement. Include a central trading plaza around (0,-8), a north-south tan road, an east-west market road, a labeled “Trading Plaza,” and a southern gate labeled “Stonebridge City.” Place a stone town hall at the north, market stalls on the plaza’s east, west, and north edges, several medieval houses, a guard barracks, walls around the north/south/east/west edges with a gate opening in the southern wall, plus crates and barrels around the market. Scatter low-poly trees around the outer grasslands, rocks around the wider map, and a blue river on the eastern side. Use named animated NPCs with floating name labels: Alda the Merchant near the western market stall, Torren the Broker near the eastern stall, Captain Bran (a knight guard) near the southern gate, Mira the Baker in the city, and Oren the Smith in the city. Characters should idle/animate, and the player character should switch between idle, running, sword attack, and bow attack animations when available. Implement the starter story and quest HUD exactly as follows. Initially show: “Talk to Alda at the market stall in Stonebridge Plaza.” Press E or F while within about 2.65 units of Alda to start the quest. Alda explains that rare relics have gone missing from her market carts and asks the player to collect three blue relics around the city. Place exactly three glowing, floating blue gem relics around the settlement, approximately at (-22,-16), (22,-16), and (0,-34). Walking within about 1.45 units automatically collects one, awards 8 XP, hides it, and updates the quest count. After collecting three, the quest becomes: “Bring relics to Torren the Broker and press E/F to trade rare loot.” At Torren, pressing E/F with at least one relic trades exactly one relic for one rare loot token, 15 coins, and 10 XP, then changes the story to the Captain Bran step. The quest then says: “Show Captain Bran your rare loot at the southern gate.” Press E/F near Captain Bran while carrying at least one rare loot token to complete the story, award 50 XP, and show a dialogue that the hero is recognized as a trusted adventurer. After completion, the quest reads: “Trusted trader! Explore the city, gather coins, and fight monsters outside the walls.” Torren should otherwise explain that one relic becomes one rare loot token and fifteen coins. Ambient NPCs Mira and Oren cycle through short flavor dialogue when approached. Dialogue is a bottom-center dark translucent box with speaker name, text, and an E/F continuation hint; while dialogue is open, freeze player movement and attacks. Add exactly six initial collectible coin piles around the city, approximately at (-10,5), (11,5), (-25,16), (26,16), (-4,25), and (6,-24). Walking within about 1.45 units collects each and awards 5 coins. Also place a rotating gold sword pickup around (-8,12) and a rotating crossbow/bow pickup around (12,12); walking close automatically equips that weapon and briefly displays “Sword equipped” or “Bow equipped.” Make glowing pickups bob and rotate. Implement real-time combat against six low-poly flying alpaca-like monsters (“Alpaking” style) initially placed outside/around the walls, such as (36,28), (-42,30), (-38,-30), (44,-25), (18,46), and (-12,-56). Monsters wander slowly when far away, but if the player is within 15 units and the monster is outside the city-safe area, chase the player. Each has 70 HP, deals 10 damage on contact about every 1.1 seconds, and causes a visible “Ouch! Monster hit you” message. Defeating one awards 25 XP and 4 coins, hides it for about 2.8 seconds, then respawns it farther out with increased HP based on player XP. Show a brief damage feedback message and hit flash/scale effect when enemies are struck. Controls: WASD or arrow keys move freely in the four cardinal/diagonal directions within a -70 to 70 boundary; the hero faces the movement direction. Press 1 to equip sword, 2 to equip bow, Space to attack, and pointer/tap on the rendered game canvas to attack. Sword attacks have about a 0.36-second cooldown, create a brief pale-gold crescent slash effect, and damage enemies within about 2.35 units in front of the player. Bow attacks use the class reload value, spawn a visible fast-moving arrow projectile in the facing direction, last about 1.25 seconds, and damage an enemy when within about 1.15 units. Include mobile controls: a four-direction D-pad plus Talk, Sword, Bow, and large Attack buttons. E/F or mobile Talk interacts with the closest nearby NPC; if none is close, show “Move closer to a person or the trading plaza.” Create a persistent top HUD over the world with the “Wildblade Quest” title in a medieval display font and pill-shaped dark translucent readouts for Hero name, Weapon, HP/max HP, XP, Coins, and Rare loot count. Add a story/quest box below it, a temporary centered message box for pickup/combat/context prompts, and a desktop help line reading “WASD / arrows move · E/F talk/trade · 1 sword · 2 bow · Space attack · collect glowing loot.” When the player reaches zero HP, end the quest, stop gameplay, and show a centered “Quest ended” panel with a summary of earned XP, coins, and rare loot plus a “Create a new hero” button returning to the creator. Make the UI responsive: stack the class cards vertically on narrow screens and show the mobile controls on smaller/touch screens while hiding them on desktop. Use warm cream text, gold accents, blue-gray panels, orange selected/action buttons, rounded corners, subtle borders, shadows, and translucent blur to match the illustrated game HUD aesthetic.