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Bot Quest

  • 2d
  • pixel-art
  • top-down
  • exploration
  • turn-based
  • rpg
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Levi Sjoberg built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Bot Quest yet. Play it, then tell Levi Sjoberg what you would add next.

Make your own game

Bot Quest was built by Levi Sjoberg 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 Bot Quest 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.

Read the build brief for Bot Quest

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-based top-down pixel-art exploration and turn-based battle game titled "Bot Quest". Use an orthographic camera looking straight down at a flat 3D world rendered with pixelated nearest-neighbor textures and no antialiasing. The player is a small sprite centered on-screen, while the camera follows the player's x/z position as they move. Tile a pale pixel-platformer ground texture across a roughly 24-by-24 world area, with a dark green base plane underneath/around it. Place four stationary wild robot sprites in the overworld at fixed positions relative to the starting point: two Blitzwing enemies and two Mirage enemies, spaced around the map. The starting player is Bumblebee in robot form at world position (0,0), with a small pixel robot sprite. Use the supplied-looking Kenney pixel sprite style: robot character sprites for overworld enemies and player robot form, and pixel space-shooter ship sprites for vehicle form. Keep the visual presentation sparse, clean, and retro pixelated, with tiny sprites on a mostly empty pale field.

The player can move continuously with WASD or arrow keys, using normalized diagonal movement at about 5.2 world units per second. There are no map collision objects or visible boundaries. Approaching any enemy to within about 2.8 world units immediately opens a battle and stops movement. In the overworld, T toggles Bumblebee/current bot between Robot and Vehicle forms; transformation is disabled during battle. Robot sprites use a smaller scale than vehicle sprites. The HUD must show the current bot and form, such as "Bumblebee - Robot Mode", plus the hint "Press T to Transform | Approach enemies". A collection panel in the upper-right should list unlocked bots, initially only Bumblebee. At the lower-left show these instructions: "WASD / Arrows: Move", "T: Transform (world only)", "1/2/3: Switch unlocked bots", and "Walk near enemies to battle!". Number keys 1, 2, and 3 select the corresponding unlocked bot, resetting that bot to robot form; also support C to cycle through unlocked bots. Switching is unavailable during battle.

When an encounter starts, display a centered dark green/black modal battle panel covering about 80% width (capped around 520px), with a bright green border and pixel-style monospace UI. Title it "Wild [name] appeared!". Show a player robot portrait and the enemy robot portrait in green-bordered square image boxes, labels "You" and "Wild", and HP readouts starting at Player HP 100 and Enemy HP 75. Include a scrollable black battle log and four buttons: Attack, Special, Capture, and Flee. The player acts by clicking one of these buttons. Attack deals random damage from 10 up to but not including 22 to the enemy. Special deals random damage from 22 up to but not including 32 and uses a character-specific message: Bumblebee's special is "Pulse Blast", Blitzwing's is "Triple Assault", and Mirage's is "Cloak Strike". After a non-terminal attack or special, wait about 650ms, then the enemy hits back for random damage from 6 up to but not including 15. If player HP reaches zero, log "You were defeated..." and close the battle after a short delay. If enemy HP reaches zero, log that it was defeated and close after a short delay.

Capture should calculate chance from the enemy's remaining HP ratio: max(0.15, 0.75 - (enemyHP / 75) * 0.6). On success log "You captured [name]!", unlock that bot, automatically switch to it in robot form, remove that enemy from the overworld, and close the battle. On failure log "Capture failed!" and allow the enemy turn. Flee logs "You fled the battle." and closes without removing the enemy. Successful wins also remove the enemy, while losing or fleeing leaves it in the world. Once unlocked, Blitzwing and Mirage can be selected with 1/2/3 (only indices that exist should work), and the collection list updates to show names separated by commas. Character data should be: Bumblebee uses a robot sprite and vehicle sprite and special "Pulse Blast"; Blitzwing uses a distinct robot sprite and vehicle sprite and special "Triple Assault"; Mirage uses a distinct robot sprite and a vehicle sprite and special "Cloak Strike". Maintain the dark green, light mint-green, and neon-green color palette, monospace typography, fixed HUD panels, and retro pixel-game appearance shown in the reference.

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