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Arcade › Bladebound
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Zachary Edmunds built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Bladebound yet. Play it, then tell Zachary Edmunds what you would add next.
Bladebound was built by Zachary Edmunds 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 Bladebound 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 compact top-down action-adventure game titled “Bladebound,” presented in Three.js with an orthographic camera and a crisp pixel-art look. Use a dark navy/black presentation with nearest-neighbor pixel textures generated at runtime, no external art assets required. The world is a tile-based 34x22 map viewed from above; the camera smoothly follows the player and the player can move around walls with collision. Render floors as repeating dark green grass in the overworld and dark blue-gray stone in the dungeon areas, with solid dark blue-gray one-tile walls. The protagonist is Kiran, a tiny pixel hero with brown hair, a peach face, green tunic, brown boots, and a small sword glint, shown as a sprite in the center of play. Implement four connected maps and this exact progression. Start in the Overworld at a marked spawn near the upper-left, bounded by walls and divided by a vertical wall. Place an Elder Rowan NPC in the left area, three chests across the map, and a Dungeon Door in the east. The Elder’s dialogue should explain that the Shadow King kidnapped Astra, direct the player to find gear and enter the dungeon, and update the objective to “Enter the dungeon door to the east.” The dungeon door is locked until the player has talked to the Elder. Entering it loads the Ancient Dungeon. Dungeon 1 contains a chest, a Stone Golem boss in a small enclosed room, a Sealed Door marked B, and a few ambient slimes/bats. The Stone Golem has 36 HP, moves slowly toward the player, makes occasional radial golden projectiles, deals 3 contact damage, and on defeat drops a key and guaranteed epic “Golem-Breaker Brand” sword (ATK 11, speed 0.9); update the objective to use the key on the Sealed Door. The key is consumed to enter Dungeon 2, the Thorn Sanctum. It contains a chest, a fast bat, a slime, the Thorn Witch in an enclosed room, and a Broken Seal Gate marked F. The Thorn Witch has 42 HP, keeps distance, fires three purple projectiles in a spread about every 1.25 seconds, deals 3 contact damage, and on defeat breaks the seal and awards guaranteed epic “Thornward Raiment” armor (DEF 8, +3 HP); tell the player to use the Broken Seal Gate. Enter the final Shadow Throne arena through that gate. It contains the Shadow King in a central enclosed chamber. The Shadow King has 60 HP, deals 4 contact damage, circles/strafe-chases the player, and fires expanding radial bursts of cyan projectiles: 10 in phase one, 14 in phase two, and 18 in phase three, with phases changing below 66% and 33% health. On defeat, award the guaranteed legendary “Shadow-Sunder Edge” (ATK 15, speed 0.88), show dialogue that the Shadow King dissolves, Astra is free, and “You did it,” then set the objective to “Victory! (Press I to admire your loot.)”. Core controls: WASD or Arrow Keys move; Space or J performs a sword slash; E or Enter interacts, talks, opens chests, and uses doors; I toggles inventory; M toggles a minimap. Movement should be smooth with acceleration/damping, facing follows the movement direction, and walls block movement. The slash is a short-lived pixel hit burst in front of Kiran, has a base cooldown of 0.32 seconds modified by equipped sword speed, and damages enemies in a small forward radius. Basic slimes and bats chase the player; slimes have 6 HP and speed 2.6, bats have 4 HP and speed 4.2. Basic enemies deal 2 contact damage and have a small chance to drop gear. Player attacks should account for sword ATK, and player damage should be reduced by armor DEF; start with 10 HP, a “Rusty Blade” (ATK 2) and “Worn Tunic” (DEF 1, +HP 0) equipped. If HP reaches zero, respawn at the overworld start with full HP, preserve the discovered gear list, and show a “You fell…” dialogue. Implement a gear collection system with 70 generated swords and 50 generated armor pieces. Generate deterministic item names from themed prefix/root/suffix lists, rarity tiers Common, Rare, Uncommon, Epic, and Legendary, and stats. Swords expose ATK and slash speed; armor exposes DEF and max-HP bonus. Chests grant random gear, bosses grant their guaranteed named items, and the inventory keeps all discovered items. The inventory should be a large dark translucent overlay with two columns, Swords and Armor, sortable by item power, colored rarity labels, selected/equipped highlighting, keyboard navigation, Enter to equip the selected item, and an “Equip Best” button. The HUD should match the screenshot: top-left a row of bright pink/red pixel hearts representing current/max health; top-right a rounded dark panel reading “Objective: …”; below, a left rounded panel showing controls and a right rounded panel showing equipped gear and key count, e.g. “Gear: Rusty Blade (ATK 2) • Worn Tunic (DEF 1, +HP 0) • Keys: 0.” Show interaction hints such as “Press E/Enter to interact,” toast messages for found loot, and modal dialogue panels with title, text, and “Press E to continue…” footer. Include simple Tone.js triangle synth/noise feedback for slash, hits, item pickups, dialogue, doors, and boss defeats. The minimap should be a semi-transparent pixel canvas overlay showing the current map’s walls/floors, a gold player square, red boss squares, and the map name. Use these visual details: pixel sprites include a cyan slime with dark eyes, a purple winged bat, brown/gold chest, wooden dark door with gold handle, gold key, gray Stone Golem, purple Thorn Witch, and nearly black Shadow King with cyan eyes and gold mouth/detail. The HUD and overlays use small clean sans-serif text, rounded dark translucent boxes, thin borders, and pink/red hearts. Keep all gameplay visible against the mostly black/dark-navy background, with no invented systems beyond the described exploration, combat, loot, dialogue, doors, minimap, and victory/respawn loop.