Arcade › Wizard Simulator
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Wizard Simulator was built by fstartwenty13 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 Wizard Simulator 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 first-person 3D fantasy wizard exploration and crafting game titled “Wizard Simulator.” Use Three.js-style real-time 3D rendering with a wide perspective camera, mouse-look FPS controls, WASD movement, jumping, gravity, and a small crosshair fixed at screen center. Start the player outdoors on a rocky path in front of a modular two-story arcane tower, with a dungeon/basement below it. The visible world should have a dark magical-fantasy tone: grassy ground, a long path, foggy blue-gray atmosphere, warm candle and lamp lighting, strong shadows, purple/brown stone-and-wood architecture, and a large black/purple tower silhouette when viewed from outside. Populate the surrounding landscape with a forest to the left (trees, mushrooms/herbs, and collectible logs/sticks) and a rocky cave/mining region to the right (cliff/cave stone formations and collectible ore/crystal nodes). Use simple low-poly/modular 3D assets, glowing colorful crystals, warm lights, and a restrained dark purple, parchment, and gold UI palette. The tower is the main hub. Build a ground-floor hall with side rooms/doorways, stairs to a lower potion dungeon, and stairs to a second floor. Put a bubbling stone cauldron with purple magical liquid and animated bubbles in the basement. Add an enchanting altar/table on the ground floor, a spell altar on the upper floor, and a glowing crystal ball on a divination pedestal nearby. Place recipe books in the potion, enchanting, spell, and divination areas; looking at an interactable and pressing E should open its appropriate parchment-style panel. Raycast from the center crosshair to determine what the player is looking at, and show a bottom-center contextual prompt such as “Press E to use Cauldron,” “Press E to use Enchanting Altar,” “Press E to use Spell Altar (needs wand),” “Press E to use Divination Crystal,” “Press E to read Recipe Book,” or “Press E to interact.” The core loop is explore, collect ingredients, craft magical equipment, and use the tower stations. Collectibles disappear when interacted with and increment the inventory, with a brief floating feedback message such as “+1 Firestone.” Begin the game with Firestone x3, Glowmoss x2, Shadowore x1, and Stick x6. Show a fixed upper-right inventory panel labeled INVENTORY, with a purple border, dark translucent background, gold text, item icons, and live quantities. Support ingredient types including Firestone, Moonstone, Shadowore, Icecrystal, Glowmoss, Emberleaf, Frostroot, Nightbloom, Starbloom, Crystal Shard, Stick, and Wand. Forest mushrooms/herbs should resolve into herb resources such as Glowmoss or Emberleaf, and forest logs should provide Stick; cave stones should provide Firestone or Crystal Shard, with additional named variety flavoring possible but keep the actual collectible resources tied to the listed inventory types. At the cauldron, open a parchment “Cauldron Recipes” panel listing selectable recipes and their requirements/descriptions. Include: Ember Surge (2 Firestone + 1 Glowmoss, movement speed effect), Frost Veil (1 Icecrystal + 2 Frostroot, slow fall/jump adjustment), Shadowstep Elixir (3 Shadowore + 1 Nightbloom, speed/stealth-style effect), Starlight Tonic (2 Moonstone + 1 Starbloom, glow), Inferno Brew (3 Firestone + 1 Emberleaf, speed/fire-aura style effect), Void Whisper (2 Shadowore + 1 CrystalShard, slowfall), and Blooming Elixir (2 Glowmoss + 1 Frostroot, glow). Selecting a recipe highlights it; disable the brew button and label it “MISSING INGREDIENTS” until the inventory has enough materials, otherwise label it “BREW [RECIPE NAME].” Brewing consumes the required items, closes the panel, displays the potion name/effect feedback, and gives a temporary 30-second effect. Speed potions raise movement speed, slowfall potions reduce gravity and jump strength, and glow potions attach a colored point light to the player; emit a short burst of colored magical particles around the player. Press R to end an active effect early, and restore normal movement/gravity afterward. At the enchanting altar, open a parchment “Enchanting Altar” panel. Allow crafting a wand from 5 Sticks; once crafted, add Wand to inventory and announce “Wand crafted! You can now cast spells.” Also list Swift Enchant (2 Starbloom + 1 CrystalShard), Flame Enchant (2 Firestone + 1 Emberleaf), and Frost Enchant (2 Icecrystal + 1 Frostroot). Crafting an enchant consumes its ingredients and displays a short confirmation, even though the enchantment can remain a simple confirmation mechanic. At the spell altar, require at least one Wand and otherwise show a message that a wand is needed. Provide a parchment “Spell Altar” panel with craftable spells: Ice Bolt (3 Icecrystal + 2 CrystalShard), Fireball (3 Firestone + 2 Emberleaf), Shadow Bolt (4 Shadowore + 1 Nightbloom), and Eldritch Blast (3 CrystalShard + 2 Moonstone). Crafting consumes materials and adds the spell to a known-spells list. Press C with a wand and a known spell to cast the first known spell: launch a small glowing colored sphere from the camera forward, move it rapidly through the scene, remove it after about two seconds, and show “Cast [spell name].” At the divination crystal, require a wand and open a parchment “Divination Crystal” panel. Randomly show one of four constellations (The Dragon, The Wand, The Void, The Eternal Flame) and one of four mist readings (Clear vision of future, Storm approaching, Harvest of herbs, Hidden ores revealed). Include a “Control Weather” button that temporarily changes the scene fog to a blue magical weather state for about 20 seconds, announces “Weather changed!”, and then restores the normal fog. Recipe books should show the relevant potion or spell names and descriptions in a parchment “Recipe Book” panel. Use a title screen before play with a dark purple gradient, large ornate cream/gold text “WIZARD SIMULATOR,” the subtitle “ENTER THE ARCANE TOWER,” a glowing magical accent, and a bordered button “BEGIN YOUR JOURNEY.” Clicking it fades the title away, reveals the gameplay HUD, initializes the starter inventory, and begins the render/update loop. During play show the center crosshair, upper-right inventory, contextual interaction prompt, parchment panels in the lower-left when stations are used, and temporary gold/cream effect text near the upper-middle of the screen. Allow all parchment panels to close with an X button. Keep the game focused on atmospheric first-person exploration, resource collection, recipe-driven crafting, and simple magical visual effects rather than combat or enemies.