Arcade › Wolfe
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dylan Lai built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Wolfe yet. Play it, then tell Dylan Lai what you would add next.
Wolfe was built by Dylan Lai 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 Wolfe 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 playable Three.js-style 3D top-down exploration game titled “Wolfe.” Use a fixed diagonal top-down camera with perspective, looking down at the player from above and behind (camera follows the player at approximately +13 Y and +13 Z, with about 50-degree field of view and a follow distance around 16). The player is a small stylized low-poly human adventurer/ranger character, centered in the view, with idle, walk, and run animation states. Start the player near the center of the map at world position (0, 0.2, 15), and keep the camera following them as they move. Build a square forest clearing/world approximately 112 by 112 world units. Cover it with a dark desaturated green ground plane and add a straight brown dirt trail running north-south through the center, about 8 units wide and spanning the whole map. Surround the playable area with a continuous perimeter of large, tall, dark rock-like wall segments, with moss-colored caps/ridges on top. Place many stylized low-poly forest assets around the clearing: varied blocky evergreen trees around the outer edges and in scattered interior positions, large rocks/boulders in both sides of the trail and around the clearing, and several tufts/clumps of tall grass. Use the visible approximate layout: trees mostly near x ±15–27 and z ±10–27; boulders scattered near positions such as (-12,-20), (11,-22), (-23,-4), (23,-2), (-19,13), (18,15), (-7,8), (8,-4), (-10,20), and (11,23). Add a den-like rocky ridge near the upper/central area around z 0–4, consisting of several tall rocks and a moss ridge across them. There are no enemies, pickups, combat, quests, or win condition; the goal is simply to explore the forest. Line the trail with simple lantern posts: dark metal cylindrical poles with glowing warm orange-yellow spherical lamps and small caps, placed in pairs on either side of the path at several z positions (roughly x=-8 and x=8 at z=-10, 2, and 14), plus additional outer lanterns around x ±18. Add warm orange point-light illumination around the trail while retaining cool blue night ambience. Use a dark navy-blue background and matching distance fog, cool blue hemisphere/directional lighting, soft shadows, and strong lantern glow. Render with antialiasing, shadows, ACES-like tone mapping, and a stylized low-poly forest aesthetic. The screenshot/reference composition should read as a broad green forest on both sides of a vertical brown trail, with the adventurer tiny near the middle and long soft shadows. Movement: support WASD and arrow keys for walking/exploration, and touch dragging on the map for mobile movement/control. Use collision geometry for the ground, trees, rocks, den rocks, and perimeter walls so the character cannot pass through major scenery or leave the enclosed area. Normal movement speed is about 6.2. The character should switch between idle, walk, and run animations based on movement. Keep the player grounded at y=0.2. The interface may mention “Space to jump,” but jumping is not actually enabled (jump speed is zero), so do not implement a functional jump unless needed only as a nonfunctional hint. Add a stamina sprint system. Desktop/mobile users can hold a prominent “SPRINT” button at the bottom-right (and optionally map this to a keyboard modifier if the engine requires keyboard access). While held and moving, sprint boosts the player’s movement by about 65% over the normal displacement and drains a 20-second stamina reserve. Stop sprinting automatically at zero, lock sprinting, show a red/empty stamina bar and “REST” during a short 2-second delay, then regenerate stamina at 0.75 seconds per second while moving or 2.8 seconds per second while standing still until it reaches 20 seconds. Holding sprint while stationary should not drain stamina. When exhausted, use the ranger’s neutral/tired idle animation and subtly lean/bob the character; play a quiet looping breathing sound while exhausted if audio is available. Overlay a clean dark translucent HUD. In the upper-left show a panel with the uppercase title “WOLFE” in pale green and subtitle “Night forest · lantern trail.” In the upper-right show “Diagonal night view” and live coordinates formatted like “x 0.0 · z 0.0.” Along the bottom-left show “WASD / arrows to explore · drag the map on touch.” In the bottom-center show a labeled SPRINT stamina bar with a pale green-to-yellow fill and a numeric value such as “20.0s”; make it red when exhausted. Put the brown/orange SPRINT button at bottom-right, with a brighter active state and subdued disabled state. Make the layout responsive for mobile, moving the sprint button upward enough not to overlap the stamina bar. Keep the visual tone atmospheric, quiet, and exploratory, with no debug overlays.