Inspiration
WhaYour project: ANANT vs AKTU: Rescue Manvi
A story-driven 3D action game that runs in the browser (desktop and phone), built as a single HTML file with Three.js. Live at https://claude.ai/artifact/VxfimNawYrSnfyg1anNiqk
The story
The Fire Lord AKTU kidnaps Manvi and locks her in his burning castle. Anant, a brave but funny warrior, sets out to rescue her with TUT, a sarcastic talking magic book. Five guardians block the road before AKTU. The game ends with Anant and Manvi hugging, then a credits screen and a post-credit joke about a placements-themed sequel.
How it plays It’s a third-person 3D game. Each of the 6 chapters has a path section, where you run forward, jump gaps, collect coins and light checkpoints, followed by a boss arena. Boss attacks are warned by red circles on the ground. Hit a boss while it’s dizzy after an attack for extra damage. Beating a boss unlocks the next chapter, and your progress and settings save in the browser. The 6 chapters and bosses
Boss Look Attacks
1 Sunil, BEE Electrical Monster Yellow coil body with electric rings Targeted lightning, lightning rain 2 Navin Siddiqui, Spinning Terror Teal spinning top Charges, sweeps 3 Vijay Shukla, Sword Master Armored knight with a giant sword Sword sweeps, charges 4 Rohit, Two-Stroke Engine Engine with pistons and headlights Smoke bullets, rain 5 Ajay Raj Singh, Time Shower Giant clock and hourglass Time drops, bullets 6 AKTU, Fire Lord Dark flame demon with a crown All five attack types, with extra falling hazards below half health Your tools Sword: fast and close range, and it can destroy enemy bullets. Magic Bow: ranged and auto-aimed, unlocked after Chapter 2. Thunder Hammer: a slow ground slam that stuns, unlocked after Chapter 4. Book TUT: costs 5 coins, stuns the boss, does 2 damage and shows a hint. Movement: running, double jump and a dash that makes you briefly untouchable. Health and coins: you have 5 hearts, and coins are collected along the path. Controls Desktop: WASD or arrow keys, Space, Shift, J or left-click to attack, 1/2/3 to switch weapons, K for TUT, Q/E or right-drag for the camera, Esc to pause. Phone: a joystick on the left, a drag area on the right for the camera, and buttons for jump, attack, dash, TUT and pause. The weapon bar sits at the bottom. Screens and interface
Title menu, chapter select (locked chapters, best scores and stars), story recap, how to play, settings (volume, camera speed, music, low graphics, reset save), pause menu, story screens before and after each chapter, game-over screen, and a HUD with hearts, coins, timer, boss health bar and cooldown bars.
The world
Each chapter has its own colors and animated scenery: swaying trees with lightning flashes, a flowing river with whirlpools, turning gears, floating golden clocks, and flickering torches. It also has a moon, stars, drifting particles and synthesized sound effects with a looping music tune.t it does How we built it
We built ANANT vs AKTU: Rescue Manvi as a single HTML file using Three.js, JavaScript, HTML and CSS, with no frameworks and no downloaded assets.
Models: the hero, the six bosses and the worlds are all built from basic 3D shapes written in code. Physics: we wrote our own simple collision and gravity system for running, double jumps, dashing, moving ground and falling. Boss fights: each boss runs a small state machine (idle, warning, attack, dizzy recovery) with its own attack set. Attacks are warned by red circles on the floor so players can dodge. Weapons: a sword, a magic bow that auto-aims, and a Thunder Hammer, plus the talking book TUT as a coin-powered spell. Story and menus: dialogue, story screens, chapter select, recap, pause and settings menus, and a hug ending with a post-credit scene. Saving: progress, scores and settings are saved in LocalStorage. Sound: effects and a looping tune are made with WebAudio, so no sound files are needed. Phones: touch controls with a joystick and on-screen buttons. Tools: we built it with AI help from Claude. Challenges we ran into Size: the full plan (a Vite project, Rapier physics and many modules) was too big for one pass, so we cut it down to one lean file with custom physics and said so openly. A real bug: automated testing in a headless browser showed that Chapter 6 crashed while loading, because of how Manvi’s name label was positioned. We fixed it before it reached players. Fair jumps and fights: gaps between platforms had to be reachable with a jump and double jump, and boss attacks had to feel dodgeable rather than cheap. Phone controls: separating the joystick, the camera drag and the buttons so that touches didn’t trigger the wrong action. Testing: we could test with scripts, but not play by hand or on a real phone, so we avoided claiming anything we hadn’t checked. Accomplishments that we’re proud of A complete playable story from the prologue to the ending, not just a demo. Six villains that each look different and attack differently. Three weapons plus TUT, with the bow and hammer unlocked by progress. Animated worlds for each chapter (swaying trees, lightning, flowing water, turning gears, floating clocks, torches). It works on both desktop and phone from one file you can open anywhere. We tested it: all six chapters build, every boss can be defeated, and the ending plays through without errors. What we learned How a Three.js game is put together: one game loop, time-based movement, cameras, lighting and particles. Good boss design is about clear warnings and fair openings, not just more damage. Starting small with a playable version and adding features one at a time works better than planning everything at once. Automated browser testing catches bugs that are easy to miss by eye. Being honest about what is built, tested and missing makes the project stronger. What’s next for InnovoX Add a loading screen, shadows and glow effects. Replace the simple shapes with more detailed character and boss models. Add breakable walls for the hammer and a dedicated aim button on phones. Make longer levels with hidden paths and more enemy types. Add a leaderboard and shareable scores. Build the sequel teased in the post-credit scene: ANANT vs PLACEMENTS. Test it with real players on real phones and tune the difficulty from their feedback.
If you tell me your team name, the hackathon theme or any word limit, I can tighten or reshape this to fit.
Built With
- cdnjs
- claude
- css3
- html5
- javascript
- localstorage
- playwright
- three.js
- web-audio-api
- webgl
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