Arcade › Aetherbound
Click the game above and it runs right here in your browser. No download, no installer, no account needed. MR SAHAD built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Aetherbound yet. Play it, then tell MR SAHAD what you would add next.
Aetherbound was built by MR SAHAD 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 Aetherbound 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 browser-playable 2D side-scrolling action RPG platformer titled “Aetherbound,” built with a Phaser-like engine and entirely procedural/simple geometric art (no external assets required). The game should open directly into Level 1 rather than a title/menu screen. Use a side-on camera that follows the player through wide horizontally scrolling stages, with world bounds about 720px high. The player is a compact blue/teal rectangular armored figure, approximately 48x64, standing on brown tiled platforms. The visual style is dark, muted fantasy with bright colored HUD bars, particle effects, floating damage numbers, hit flashes, screen shake, and simple tinted geometric enemies/items. Core loop: run and jump across separated platforms, fight enemies, collect loot, reach the far right end of each level, and defeat bosses in later levels. There are five sequential levels, each with a distinct name, background theme, platform layout, enemies, collectibles, checkpoint and (except Level 1) a boss: 1. “Forest of Echoes,” forest background, 4800px wide; platforms begin as a long floor at y=580 and then rise/fall through platforms around x=1350, 1900, 2400, 3150, 3600 and 4200. Enemies include slimes, goblins, bats and a wolf; collectibles include coins, health, gems, a key and mana; one treasure secret; checkpoint around x=2200; no boss. 2. “Crystal Caverns,” cave background, 5200px; enemies bats, spiders, skeletons and a flying eye; collectibles include gems, mana, coins, health, a magic stone and key; treasure secret; checkpoint around x=2600; boss Spider Queen near the far end. 3. “Frozen Peaks,” icy background, 5600px; enemies wolves, ice beasts, bats, skeletons and a flying eye; health, gems, mana, coins, magic stone and key; treasure secret; checkpoint around x=2800; boss Ice Dragon near the end. 4. “Ancient Ruins,” ruins background, 6000px; skeletons, goblins, dark knights, wizard, and golem enemies; coins, health, gems, mana, magic stone, epic weapon and key; treasure secret; checkpoint around x=3000; boss Ancient Golem near the end. 5. “The Shadow Throne,” dark castle background, 4200px; shadow warriors and necromancers; health, mana, gem, legendary weapon and key; treasure secret; checkpoint around x=2000; final boss Demon Emperor near x=3800. Movement controls: Left/Right arrows or A/D move at roughly 220 speed with friction when released. Space or W jumps; allow a second jump in midair, and allow wall sliding/jump behavior when the player is airborne against platforms. The player collides with platforms and world bounds. The level geometry is a series of brown rectangular/tiled platforms, with gaps requiring jumping. Combat controls: left mouse click performs a quick melee sword attack with a short forward hitbox; F performs a heavier melee strike costing 8 mana; E fires a blue magic orb projectile costing 14 mana, with an approximately 0.85 second cooldown; R triggers a powerful ultimate costing 35 mana, with a 7.5 second cooldown, damaging/stunning nearby enemies and bosses with a large radial explosion; Shift dashes in the facing direction at high speed, briefly granting invincibility, with about a 1.2 second cooldown; Q rolls forward with brief invincibility and a short cooldown. Face the direction of movement and orient attack effects accordingly. Add sword trails, heavy orange shockwaves, blue projectile glow trails, dash afterimages, particles, hit effects, camera shake and screen flashes. Player stats and progression: start with health 100/100, mana 50/50, XP 0, level 1, gold 120 and score 0. Maintain RPG skill values including damage, critical chance (initially 5%), attack speed, dash cooldown, double jump, movement speed, health, mana and defense. Start dash, roll, magic, ultimate and wall-slide abilities unlocked. Melee attacks deal base damage and can critically hit for amplified damage. Heavy attacks and ultimate consume mana. Taking damage reduces health after defense mitigation, knocks the player back, flashes the player red, shakes the camera and grants a short invincibility window. If health reaches zero, show a death/game-over state and support restarting or respawning from the latest checkpoint. Enemies should be simple colored geometric sprites with distinct stats and behavior. Use these types where specified: green bouncing slimes (35 HP), goblins that chase (55 HP), flying bats (25 HP), chasing skeletons (70 HP), jumping spiders (40 HP), fast wolves (60 HP), flying eyes that shoot (30 HP), dark knights (95 HP), ranged wizards (45 HP), slow heavy golems (140 HP), ice beasts (85 HP), dash-attacking shadow warriors (75 HP), and summoning necromancers (50 HP). Each has damage, speed, size, tint and either physical or magic weakness; implement chase, bounce, jump, flying, ranged shooting, heavy, dash and summon AI behavior. Enemy contact attacks knock the player back. Flying/ranged enemies and wizards launch small glowing projectiles toward the player; necromancers can summon minions, with a cap on active enemies. Bosses are large tinted versions of the enemy geometry with a visible boss health bar in the HUD, intro fade/float animation, name announcement, multiple phases and attacks. Spider Queen has about 420 HP and web, summon, charge and spit attacks; Ice Dragon about 580 HP with ice breath, dive, summon and tail attacks; Ancient Golem about 750 HP with slam, rock throw, stomp and laser attacks; Demon Emperor about 920 HP with fireball, summon, dark wave and rage attacks. Boss projectiles should be bright orange/ice-colored geometric shots, bosses should have screen shake and particle effects, and defeating one should show “DEFEATED!”, award XP/score, hide the boss HUD and drop several items. Collectibles are floating geometric sprites with small looping vertical animations: gold coins, red health potions, blue mana potions, green diamond gems, yellow key-like coins, blue magic orbs/stones, and weapon drops. Collecting them updates the corresponding player resource: gold/score-value coins and gems, health or mana, inventory/weapon or key state as applicable. Enemies award score, XP and sometimes coin/mana/gem loot; use combo scoring for consecutive melee hits, with a combo display such as “x2” and a timer that resets the combo after a few seconds. Include one translucent glowing treasure secret per stage; touching it awards 80 gold and displays “+80 GOLD.” Checkpoints are glowing green vertical markers; touching one updates the respawn location and displays “CHECKPOINT.” Backgrounds should be layered procedural graphics spanning the level: a gradient sky/wall layer, distant blocky mountain or cavern shapes, darker midground columns/forms, translucent drifting cloud/fog ellipses, and theme-specific foreground decoration. Forest levels use dark green trees and falling leaves; caves use near-black blue-purple walls and dust; ice uses blue-gray mountains/triangular ice forms and falling snow; ruins use brown stone colors; the castle/final stage uses dark purple/red tones. Add ambient particles appropriate to the theme, plus player run dust, jump particles, enemy death bursts, magic trails and boss particles. HUD should be fixed to the screen and visually match the provided screenshot: on the upper-left, show a small “XPMANA”/stat label area over three long bordered horizontal bars—red/orange health, blue/lavender mana, and a dark/empty third bar for progression/XP—using a dark background and bronze/brown outlines. On the upper-right show gold/light text “LEVEL 1 - FOREST OF ECHOES” (updated for each stage) and “SCORE: 00000” (updated as score changes). Add a combo multiplier display when the combo is above one, and show a boss HUD/health bar only during boss stages. Use cream, pale gold and muted lavender text on a very dark background. Include floating instructional text at the start such as “WASD to move • SPACE jump,” floating damage numbers, level-up notifications and boss names. Implement pause via Escape, auto-save progress periodically, and advance to the next level when the player reaches the far-right completion zone (after the boss where present). Use simple synthesized sound effects for jumping, attacks, heavy attacks, dashing, hits, magic, ultimate, pickups, explosions, death, menu/notifications and level-up; the game should remain playable even if audio is unavailable.