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Arcade › ZisenGenesis
Click the game above and it runs right here in your browser. No download, no installer, no account needed. jjyap2 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about ZisenGenesis yet. Play it, then tell jjyap2 what you would add next.
ZisenGenesis was built by jjyap2 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 ZisenGenesis 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 browser-based 3D third-person exploration prototype titled “ZisenGenesis,” specifically World 01: Astral Mountain. Use a Three.js-style perspective camera with soft shadows, fog, tone mapping, and a cool blue-gray atmospheric look. The camera follows a small fantasy cleric avatar from behind at about 7 units away; allow the player to rotate the view by dragging and move relative to the third-person camera. Scene and art direction: Build a broad dark teal circular ground area with a contrasting tan/brown ring-shaped arrival path on the ground. Use a pale blue-gray mountainous/astral backdrop behind the play area and substantial distance fog, giving the scene an airy mythic mountain setting. Place four large angular blue/teal crystal rock formations around the perimeter (roughly left-front, right-front, left-rear, and right-rear). At the far/rear side, create a prominent world gate: a floating/standing horizontal gold-orange torus ring, approximately 2.2 units radius, with a glowing orange-gold spherical core in its center. The ring should slowly rotate and the core should subtly pulse. Use cool cyan lighting from a hemisphere light plus warm directional sunlight, with cast and received soft shadows. Player: Use a stylized low-poly/RPG cleric humanoid model, scaled to fit the scene, with a pale/light head, light shoulder pads, dark gray cleric clothing, and a brown staff if visible in the source model. Add clearly visible translucent pale-blue decorative wings on both sides of the upper back, a dark blue cape behind the body, and a small luminous pale-blue halo above the head. Start the player near the front of the area, around (0, 0, 7), facing into the world. Play the model’s Idle animation while stationary and switch to Walk when moving or Run while holding Shift; smoothly crossfade animations if available. Core gameplay: The player begins in a pre-start state and must click a large centered “ENTER WORLD 01” button to begin. Once started, the goal is to explore the area and collect exactly three glowing cyan memory shards, then return to the world gate to synchronize it. Place the three shards around the central path in a triangular arrangement, each about 5.5 units from the center. Make each a small elongated faceted octahedral crystal hovering just above the ground, with cyan emissive material, slow Y-axis rotation, and gentle vertical bobbing. When the player comes within approximately 1.35 units of a shard, hide it and increment the collection count; there are no combat mechanics or enemies. After all three shards are collected, approaching within about 3.5 units of the gate changes the status to “World Gate synchronized — World 02 is ready to be designed.” and increases the gate ring’s glow. Before all three are collected, the gate is only an objective landmark. Controls and movement: Display that WASD/arrow keys move, Shift runs, Space jumps, and dragging looks around. Use third-person movement with approximately 5.2 movement speed, about 8.5 jump speed, and gravity around -22. Support ground movement and jumping, with a slope limit around 38 degrees. The game should remain an exploration prototype with no health, enemies, attacks, inventory, or additional worlds. HUD/UI: Overlay a fixed, non-blocking HUD over the 3D scene. In the upper-left, show a translucent dark navy rounded panel with a thin pale-blue border and blur/shadow: uppercase title “ZISENGENESIS,” subtitle “WORLD 01 · ASTRAL MOUNTAIN” in cyan, and the description “A prototype for soLyunix: travel through myth-inspired worlds, collect memory shards, and activate the first world gate.” In the upper-right show a rounded translucent brown/dark panel reading “Memory shards: 0 / 3,” updating to 1 / 3, 2 / 3, and 3 / 3 as shards are collected. At the bottom center show a pill-shaped translucent dark panel with the current instruction/status. Before starting it reads “WASD / arrows to move · Shift to run · Space to jump · drag to look”; after pressing Enter World 01, replace it with “Find the three memory shards, then return to the world gate.” After successful synchronization use the gate-ready message above. The start control is a centered dark-blue pill button with a light-blue border and uppercase text “ENTER WORLD 01,” and it disappears after being clicked. Ensure the overall presentation matches the screenshot: clean minimalist sci-fi/fantasy UI, large unobstructed pale-blue environment, glowing cyan collectibles, and warm orange-gold gate contrast.