Arcade › Wyrd Hunt
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Hemavathy Rajesh Kumar built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Wyrd Hunt yet. Play it, then tell Hemavathy Rajesh Kumar what you would add next.
Wyrd Hunt was built by Hemavathy Rajesh Kumar 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 Wyrd Hunt 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 third-person 3D monster-hunting game titled “Wyrd Hunt” with the subtitle “Ashen Contract.” Set it in a dark, cinematic ashen valley at night: a broad muted green-gray ground plane, a central brown hunter path extending into the distance, deep blue-black fog and sky, jagged dark ridge/cone silhouettes along both sides, scattered small glowing orange and blue embers near the far path, and two wooden fantasy watchtowers in the background. Use dramatic lighting with warm golden light from one side, cool blue rim light, soft shadows, fog, and a slightly desaturated fantasy look. The player is a stylized armored warrior/hunter holding a sword, viewed from behind in a close-follow third-person camera. Place the player initially near the front of the path at approximately the center, facing toward the distant enemies. Use a camera with a moderate perspective field of view and follow distance around 5.8 units. Load/use a low-poly animated fantasy Warrior character, with an idle weapon animation; make the player cast and receive shadows. Populate the valley with four hostile monsters loaded as animated low-poly fantasy models: one larger orange dragon hovering/flying at the center of the path in the distance, with 5 hit points, and three smaller beasts consisting of two red cute horned demons positioned left and right of the path and a flying/cthulhu-like monster farther back, each with 2 hit points. Monsters should cast shadows where applicable. At runtime, each living enemy continuously moves toward the player; the dragon moves more slowly (about 1.05 units/second) and the smaller beasts move about 1.35 units/second. When within roughly 2.1 units, enemies stop and attack on a timer: the dragon damages the player for 9 health every 1.6 seconds, while each smaller beast damages for 5 health every 1.1 seconds. The core mechanic is close-range sword combat. Move with WASD or arrow keys, sprint with Shift, jump with Space, and attack with E, Enter, or a left mouse/touch click. On attack, enforce a roughly 0.55-second cooldown, show a brief expanding pale-gold sword slash arc around/in front of the warrior, and damage the nearest living enemy within 3.2 units. Each hit removes one HP; a nonlethal hit gives visual feedback such as a slight scale reduction or hit flash. When an enemy reaches zero HP, hide/remove it, increase the kill counter by 1, and award 12 coins for a smaller beast or 50 coins for the dragon. Show a large temporary centered announcement for kills: “BEAST SLAIN” with “The valley owes you” for a normal beast, and “DRAGON SLAIN” with “Contract complete” for the dragon. Do not require directional aiming; select the nearest target in range as in the original mechanics. The player starts with 100 health. Display a full-width health bar that shrinks as damage is taken; when health reaches zero, stop gameplay and show a centered dark translucent game-over overlay with the text “The hunt ends here,” “You were claimed,” and “Your contract has failed. The monsters remain.” Include a warm brown “Hunt again” button that reloads/restarts the hunt. Build a polished glassmorphism HUD over the game. In the upper-left, show a dark translucent rounded panel with a small spaced uppercase “WYRD HUNT” label, the serif title “Ashen Contract,” the subtitle “A cinematic monster-hunting slice,” and a red-to-orange health bar beneath it. In the upper-right, show a matching rounded stats panel with three columns labeled KILLS, COIN, and THREAT, each with a large numeric value. Kills and coin start at zero; threat represents the number of living enemies. At the bottom-left, show a translucent hint panel reading exactly: “WASD / arrows move · Shift sprint · E or click attack · Space jump” and below it “Mobile: left joystick to move, tap screen to attack.” At the bottom-right, show a small panel reading “The valley pays in blood.” On mobile, support a virtual left joystick for movement and tap-to-attack behavior, while keeping the HUD responsive and compact. Use serif typography for the dramatic title/announcements, cool pale blue-gray UI text, warm cream announcement text, rounded borders, shadows, and translucent dark panels.