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Wildbond Vale

  • 3d
  • creature-collection
  • auto-battle
  • open-world
  • portrait
  • mobile
  • rpg
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. Brant Collingham built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Wildbond Vale yet. Play it, then tell Brant Collingham what you would add next.

Make your own game

Wildbond Vale was built by Brant Collingham 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 Wildbond Vale 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 Wildbond Vale

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 portrait-oriented 3D creature-collection exploration and auto-battle game titled “Wildbond Vale.” Use a bright, stylized low-poly open-world presentation with a grassy green square terrain, a narrow tan dirt path running roughly north-south, scattered low-poly trees, bushes, and many small grass patches. Light the scene like a sunny outdoor meadow with a pale blue sky and soft fog in the distance. Use a third-person camera positioned behind and above the player trainer during exploration, smoothly following the trainer and looking toward their upper body. The player is an adventurer/trainer character, with a simple fallback humanoid consisting of a blue body and peach head if the external model is unavailable. Load or approximate cute low-poly animated creature models for the roster: Cinder Drake (fire, yellow dragon), Gale Imp (air, alien-like creature), Volt Bee (tech, bee), Tide Crab (water, crab), and Stone Cactus (earth, cactus). Use distinct type colors: fire orange, air cyan, tech purple, water blue, and earth green.

Core loop: the trainer explores the meadow and approaches wild creatures. Spawn ten wild creatures at consistent seeded positions around the map, using the five species in rotation, with slight deterministic position offsets. Wild creatures idle in the world and are collectible after battle. Move the trainer with WASD or arrow keys on desktop, and provide a large translucent virtual joystick at the lower left for touch devices. Movement should be camera-relative; forward movement follows the camera view, and backward movement is a slower backpedal without turning the trainer around. Keep the trainer within the world bounds.

The player's current party starts with two creatures, Cinder Drake and Gale Imp, and can hold up to four creatures. Show party creatures physically following the trainer in formation slots about three units behind and to either side. When a non-defeated wild creature is within 15 world units of the trainer, companions enter combat mode: stop following, face the nearest wild target, move toward it until within roughly two units, and attack automatically. If there is no wild creature within that detection radius, smoothly return companions to their formation positions. Smoothly rotate companions toward targets or formation destinations. Show a small dark rounded overhead label above each companion displaying its current level, initially level 5.

When the nearest wild creature is within 3.2 units, enable the large rounded bottom-center action button and label it “Battle [species].” Outside range, disable it and show “Approach a creature.” Pressing it starts a 2-versus-2 auto-battle: the first two party creatures fight the approached wild creature plus the nearest other available wild creature. Hide the trainer and exploration companions, place the four combatants in two player slots at the front and two wild slots behind them, and switch to an elevated battle-overview camera aimed at the battle center. All four units automatically target the nearest living opponent, rotate toward them, move into their attack range, and attack on cooldown. Use each creature’s base attack, defense, speed, range, and attack speed to distinguish behavior. Damage should be reduced by defense using a formula equivalent to attack damage multiplied by 100/(100 + target defense), with a small random damage variation. Display brief colored hit-spark particles on attacks. Living models animate with idle, walking/flying, attack, hit, and death-style animations where available; defeated units visibly lose their health and become dimmed/shortened or hidden.

Use these base creature stats and species data: Cinder Drake/fire: HP 120, damage 13, defense 8, speed 1.1, range 1.35, attack speed 1.28; Gale Imp/air: HP 100, damage 11, defense 7, speed 1.25, range 1.55, attack speed 1.1; Volt Bee/tech: HP 92, damage 13, defense 6, speed 1.38, range 1.65, attack speed 1.05; Tide Crab/water: HP 132, damage 10, defense 10, speed 0.95, range 1.18, attack speed 1.38; Stone Cactus/earth: HP 145, damage 9, defense 12, speed 0.9, range 1.25, attack speed 1.45.

Give every spawned, party, and tamed creature hidden random Individual Values from 0 through 31 for attack, defense, and speed. All creatures begin at level 5 with XP 0. Calculate actual combat stats as base stat + IV*level/50. On a player-side defeat, award the attacking party creature enemy level × 10 XP; when XP reaches level × 100, reset XP to zero, increase level by one, and permanently grow each base stat by up to 5% according to that stat’s IV quality. Persist level, XP, IVs, and grown stats on the creature profile and synchronize the companion after progression. Grade IVs in the visible UI as S for 30–31, A for 25–29, B for 20–24, C for 15–19, D for 10–14, and E for 0–9.

If the player side wins, open a centered dark translucent taming modal titled “Tame a defeated creature,” explaining that the player can pick one wild creature to add to the collection. Provide one button per defeated wild creature showing its species and “ATK [grade] · DEF [grade] · SPD [grade].” Choosing one marks it tamed, copies its level, XP, IVs, and stats into a new collection profile, adds it to the party if fewer than four party members are present, and makes it a new physical companion; otherwise it remains collection-only. Include a “Keep exploring” option that skips taming. Return to exploration after either choice, restore the trainer and companions, remove tamed wild creatures, and leave surviving untamed creatures available. If the player party loses, return to exploration with a message that the party retreated and no taming choice.

Build the HUD as a compact portrait-friendly overlay. At the top center, use a dark navy translucent rounded panel with a subtle border, shadow, and blur. In exploration, show the title “Wildbond Vale,” a status line such as the closest wild creature and its distance or a nearby creature prompt, and clickable rounded party chips: “Party X/4,” each party member with level, species, and IV grade summary, and “Dex X.” In battle, replace the title with “2v2 Auto-Battle” or “Encounter Complete,” show a status line that the party is fighting automatically or that a creature can be tamed, and show a two-column grid of four health cards. Each card has the creature name, a rounded type pill, and a thick rounded health bar: player bars use a cyan-to-blue gradient, wild bars use a yellow/orange-to-red gradient; dead cards are dimmed/grayscale. Match the visible visual language of the reference: bold rounded Nunito-like typography, white text, navy glass panels, pill-shaped controls, and clean cyan/blue/red health bars.

Make the party and Dex chips open a centered “Creature Dex” modal. For each selected creature show species, level, type, XP/current threshold, IV grades, and actual ATK/DEF/SPD values; visibly mark a perfect 31 IV with a star. Use a full-screen dark translucent backdrop for the taming and inspect menus, with rounded navy cards and large high-contrast buttons. Keep the primary battle/action button as a large white-to-pale-blue pill at the bottom center, and place the joystick above and left of it. Ensure the whole game works in portrait mode while remaining usable on desktop.

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