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Wildforge

  • 3d
  • survival
  • crafting
  • low-poly
  • isometric
  • mobile
  • arcade
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. Timothy built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Wildforge yet. Play it, then tell Timothy what you would add next.

Make your own game

Wildforge was built by Timothy 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 Wildforge 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 Wildforge

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 low-poly 3D survival game titled “Wildforge.” Use an overhead third-person/isometric camera that follows a simple off-white capsule-shaped player across a circular dark-green wilderness clearing. The scene should be made from simple stylized geometric meshes with soft shadows: a flat circular grass ground, scattered conical evergreen trees with brown cylindrical trunks, faceted gray rocks, small glowing green herb plants, and a central campfire made from a low brown polygonal base with a bright orange ember and warm point light. Keep the player near the center of the camera view and smoothly follow them from above and behind; constrain movement to the circular clearing.

Core loop: the player explores the clearing, gathers resources from nearby nodes, crafts equipment, and survives automatically alternating day and night cycles. Start with 100 health, no armor, Hands as the weapon, 0 score, 1 herb, and zero wood/stone/hide. Place approximately 11 trees, 9 rocks, and 6 herb nodes at random points around the clearing, away from the center. Trees and rocks are gatherable: when the player is close and presses the action control, each action chops a tree for 2 wood or mines a rock for 2 stone; trees have 3 gathering hits and rocks have 4, then disappear and respawn after about 15 seconds. Herbs are picked up when close, disappear, and respawn after about 18 seconds; each gives one herb. The single action should prioritize a nearby enemy, then herb, then tree/rock, with a short attack/action cooldown. Show brief instructional/status messages for gathering, crafting, healing, hits, and danger.

Controls: WASD or arrow keys move continuously while held; E or Space performs Gather / Hit; Q uses an herb to restore 30 health, capped at 100; number keys 1, 2, and 3 craft the three recipes; R restarts after death. Also provide mobile-friendly on-screen controls: a four-direction D-pad, a “Gather / Hit” button, a “Use Herb” button, and three clickable crafting buttons. Make touch controls prevent scrolling and support press-and-hold movement.

Crafting recipes and exact effects: Stone Spear costs 5 wood and 3 stone, can be crafted once, changes the weapon label to “Stone Spear,” increases attack damage from 8 to 16, and makes a simple held weapon visible. Bone Armor costs 4 stone and 6 hide, gives armor 10, and changes the player’s appearance to a pale bone-like material. Hunter Blade costs 8 wood, 8 stone, and 4 hide, can be crafted after the spear condition as implemented, changes the label to “Hunter Blade,” raises attack damage to 28, and changes the visible held weapon to a larger pale blade. Refuse crafting when resources are insufficient or the item is already equipped, with a clear tip message.

Day/night: run an automatic 32-second cycle. Day lasts through roughly the first 55% of the cycle; night occupies the remainder, with the night state beginning around 55% and dawn recognized early in the next cycle. During daytime use a blue sky, bright hemisphere and directional sunlight. During night fade the background/fog to very dark blue, reduce ambient and sunlight, and intensify the campfire glow. At the start of each night spawn 3 beasts, plus one additional beast for every previously survived night, at random outer positions. Beasts are simple red low-poly box-like creatures that chase the player continuously, rotate toward them, and attack within about 1.35 distance every 0.9 seconds. Each beast has 24 plus 4 per night strength health, speed about 2.3 plus a small strength bonus, and damage 8 plus strength. Armor reduces incoming damage by armor multiplied by 0.45, but damage cannot fall below 2. When a beast is hit within 2.2 distance, subtract the current weapon damage and briefly flash its material. When its health reaches zero, hide it, award 2 hide and 10 score, and display a “Beast down” message. If player health reaches zero, stop gameplay, show “You were overrun. Press R to restart,” and allow R to reset the run. At dawn, increment the survived-night count and restore 15 health.

HUD and presentation: overlay the 3D view with translucent near-black green glass panels, thin warm gold borders, rounded corners, subtle shadow/blur, and cream-white Arial-like text. Put a top-left Pack panel listing Wood, Stone, Hide, and Herbs. Put a top-right right-aligned stats panel listing Day/Night number, Health as current/100, Armor, Weapon, and Score. Put a bottom-center rounded tip pill for contextual messages. Put a bottom-right Crafting panel with buttons labeled exactly “Stone Spear — 5 wood · 3 stone,” “Bone Armor — 4 stone · 6 hide,” and “Hunter Blade — 8 wood · 8 stone · 4 hide.” Put the D-pad and stacked action buttons along the bottom-left/bottom-center, sized for mobile interaction. Render shadows, fog, gentle player bobbing while moving, a subtle weapon swing on action cooldown, animated campfire ember scaling/flickering and light movement, and a brief dark red screen flash when damaged. Keep the visual style minimalist, readable, atmospheric, and explicitly a playable survival slice rather than a large open-world RPG; do not add hunger, base building, extra recipes, or additional biomes.

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