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Hands-on with XD Town: readable NPC range and quest-state feedback in a small 3D plaza


gamemakerH5
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uDatyX.pngI tested XD Town, a browser-based fairytale exploration game where a 2.5D heroine walks through a cobblestone town and searches for eight golden stars. The visual anchor is a huge ornate gold frame surrounding the entry path; beyond it, the plaza uses pastel houses, a central fountain, street furniture, trees, flowers, and several residents to make the objective space legible.

 

Playable build: https://static.seeles.ai/media/3js/7537f7fc-cac0-4271-9bde-feea23d7f469/index.html

 

The measured reload in this session took about 3 seconds to reach the interactive state. I verified directional movement by walking left and forward from the starting arch. As the heroine entered the red-haired guide’s range, the game surfaced an E prompt. Activating it opened named NPC dialogue, and advancing that exchange changed the quest tracker from the greeting task to “find eight golden stars,” with a separate new-task banner as feedback.

 

For a small web scene, that sequence is effective because three states are visually distinct: free movement, interaction range, and dialogue-driven quest progression. The persistent 0/8 counter then carries the next goal back into exploration. It is a straightforward loop, but the UI makes the transition easy to read.

 

The attached image is an element-scoped capture of the running game viewport from this test and shows the actual NPC interaction state.

 

I made this game entirely with AI.

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