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Arcade › Brassbound
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Tyler Garcia built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Brassbound yet. Play it, then tell Tyler Garcia what you would add next.
Brassbound was built by Tyler Garcia 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 Brassbound 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-based, menu-driven Victorian fantasy RPG prologue titled “BRASSBOUND” with the subtitle “The Clockwork Oath · a Victorian fantasy RPG prologue.” It is a playable UI RPG rather than an action game: the player navigates story scenes, a world map, party information, equipment, a simple turn-based battle, and a pause/menu screen. Visual style and layout: use a dark, elegant storybook/steampunk interface with a nearly black plum background, warm parchment text, brass-gold headings and borders, copper accent buttons, muted beige secondary text, and subtle shadows. The top header shows BRASSBOUND on the left and “Asterfall Year 713” on the right. The main area is split into a large scene viewport on the left and a sidebar on the right; on narrow screens, the sidebar becomes an overlay and the chronicle panel can be hidden. The scene viewport has a stylized night sky backdrop: a blue-to-plum gradient, a large glowing pale copper moon in the upper-right, blurred clouds, a dark angular Victorian city silhouette at the bottom, and repeating warm gas-lamp lights. A footer navigation bar contains buttons for Story, World Map, Party, Inventory, Battle, and Menu. Default Story screen: show the large title “ASTERFALL” and the description “A Victorian capital of gas lamps, brass bridges, and people who have learned to sleep through factory whistles.” Place a glowing brass-rimmed clockwork/aether orb in the scene. At the bottom, show a dark dialogue box with the speaker, text, and a “Next ▸” button. The opening story advances through these exact beats: Mara Vell says “Asterfall is built on the bones of an older city. Tonight, the bones are humming.”; Iris Vale says “Tell me this is a rescue,” Iris says, stepping out of the palace shadow. “I’m fresh out of plans.”; Cato Quill says “The brass orb answers with a heartbeat. Cato puts one hand on it. “That is either very good or extremely bad.””; Bram Hallow says “Bram lifts his shield. “We can discuss the difference after we survive the night.””; The Regent says “Across the rooftops, a masked figure raises a cane. “The old engine wakes. Bring me the eight sparks.””; and Mara says “Mara grins at the others. “Right. We steal a kingdom’s secret, save the sky, and try not to become a cautionary ballad.”” Log the dialogue in the chronicle as it is advanced. On first load, initialize the chronicle with “Narrator: The Clockwork Oath begins beneath a copper moon.” and “Tess: Tea is two coppers. Heroic brooding is free.”; after the first story advance also add Milo’s joke “I thought heroes were taller. No offense.” Right sidebar: show “PARTY · 8 SOULS” with compact character cards, each containing an emoji icon, name, role, a colored left border, and an HP bar. The eight party members and exact data are: Mara Vell, Sky-thief captain, 🧭, orange-gold, level 7, HP 92/92, Strength 22, Magic 12, Defense 16, Speed 21, element Aether, limit break Skyline Requiem; Cato Quill, Clockwork mage, ⚙️, green, level 6, HP 78/78, Strength 11, Magic 25, Defense 12, Speed 16, element Lightning, limit Overclock Sonata; Iris Vale, Runaway princess, 👑, pink, level 6, HP 84/84, Strength 15, Magic 20, Defense 13, Speed 18, element Radiance, limit Crownless Dawn; Bram Hallow, Gentle giant, 🛡️, blue, level 8, HP 120/120, Strength 24, Magic 8, Defense 27, Speed 9, element Iron, limit Hold the Line; Nyx Bellweather, Aether sniper, 🎯, lavender, level 6, HP 70/70, Strength 20, Magic 14, Defense 11, Speed 24, element Gale, limit Crosswind Waltz; Pip Thimble, Goblin tinkerer, 🧰, green, level 5, HP 66/66, Strength 14, Magic 18, Defense 10, Speed 22, element Smoke, limit Pocket Catastrophe; Solenne Ash, Opera duelist, 🎭, coral-red, level 7, HP 74/74, Strength 23, Magic 10, Defense 14, Speed 20, element Ember, limit Finale in Red; Juniper Wren, Lantern healer, 🕯️, pale yellow, level 7, HP 80/80, Strength 10, Magic 24, Defense 15, Speed 14, element Light, limit Warmth of a Thousand Lamps. Give each the corresponding story: Mara stole a royal airship to keep it from becoming a weapon and jokes when scared; Cato hears the moods of machines and wants to fix the world without pretending it was simple; Iris left the palace after learning her family profits from the smoke keeping the poor coughing; Bram is a former royal guard carrying a kettle, huge shield, and guilt; Nyx reads wind currents like sheet music and remembers everyone’s tea order; Pip builds impossible gadgets from junk and calls explosions field research; Solenne sings mourning songs before fights; Juniper tends night-shift workers and is quietly, stubbornly kind. Below the party, show a “CHRONICLE” log panel with recent entries, speaker names in gold, and scrolling text. World Map screen: replace the scene with “WORLD MAP · THE AETHERMARCH,” explanatory text that the Brass Finch can fly between discovered keypoints once its boiler is patched, and a dark blue/plum map with brass routes and glowing clickable nodes for Asterfall, Bellfoundry, Rosefen, and Ironreach. The places have these descriptions: Asterfall is “A soot-streaked city of brass bridges and midnight tea.”; Bellfoundry is “A factory town where every clock is five minutes fast.”; Rosefen is “A misty village built around a sleeping engine.”; Ironreach is “The imperial citadel where the Regent keeps the sky chained.” Clicking a node changes the current place and logs “Arrived at [place].” Include an “AIRSHIP TRAVEL” panel and a “Launch the Brass Finch” button that logs Mara’s line “The Finch is ready. Please keep your limbs inside the airship.” Party screen: title it “THE EIGHT SPARKS,” explain that each companion carries a different answer to what is owed to the world that raised them, and show two-column character cards with their icons, roles, biographies, and “View Stats” buttons. The stats screen for a selected character has a back button, a colored hero header, biography, two stat boxes for CORE STATS and LOADOUT, and LEVEL REWARDS and COMBAT ROLE panels. Loadout uses the current equipment and displays weapon, armor, element, and limit break. Level rewards show XP and next reward; winning battles grants XP, level ups restore HP, increase max HP and core stats. Inventory screen: title “INVENTORY & EQUIPMENT,” explain that weapons change battle damage and armor reduces incoming damage. Show item cards for Brassblade (weapon, Power +8, “A warm, humming cutlass made from airship scrap.”), Aether Lens (weapon, Power +6, “A lens that turns stray sparks into focused magic.”), Wardcoat (armor, Armor +5, “A sootproof coat stitched with copper thread.”), Lanterncloak (armor, Armor +3, “A soft traveling cloak with a pocket for healing light.”), Copper Tonic (item, held x3, restores 22 HP and tastes like pennies and peppermint), and Sootbomb (item, held x2, a pocket cloud for dramatic escapes). Show an EQUIPPED list for every party member with Change buttons. Cycling a character’s gear cycles through the two weapons and two armor pieces and logs the change. Initial equipment: Cato has Aether Lens, all others Brassblade; alternating party positions use Wardcoat and Lanterncloak, with Mara in Wardcoat. Battle screen: make a simple command-based turn battle titled “BATTLE · CLOCKWORK WARDEN.” The enemy is “The Brass Warden,” represented by a large 🦾 icon, with HP 110/110 and a turn indicator. Show the first four party heroes as emoji icons opposite it. Give four command buttons: Attack, Aether Skill, Guard, and Tonic, plus the label “Classic command battle · choose a move.” Start with enemy HP 110. Attack deals 19 plus the lead character’s equipped weapon power; Aether Skill deals 28 plus weapon power; Guard deals 7 damage and reduces the enemy’s retaliation to 5; Tonic deals no damage and restores 22 HP to Mara/the lead character, logging Juniper’s tonic line. After each non-fatal move, the Warden retaliates against every party member for max(1, retaliation damage minus the lead character’s equipped armor value), then update all HP bars and increment the turn. Log flavor text: Mara lunges with a brass-edged cut; Cato overloads the Warden with a singing gear; Bram calls the formation tight; Juniper tosses a warm tonic. When enemy HP reaches zero, log that the Warden collapses and a distant bell answers, award 100 XP to all eight characters, restore/advance levels as applicable, clear the battle, and return to the story screen. XP starts at party index times 10, with XP-to-next 100; on leveling, increase level, max HP by 12, Strength by 2, Magic by 1, Defense by 1, Speed by 1, fully heal, and raise the next XP threshold by 45. Menu screen: show PAUSE MENU cards for Resume Story, Codex, Save Chronicle, and Restart Prologue. Save Chronicle stores the current state in browser local storage and logs confirmation. Restart resets the story index and chronicle. Codex replaces its explanatory text with: “Villains: The Regent of Ironreach, the Choir of Crows, and the sleeping engine beneath Rosefen. The story slice introduces the party, the Brass Finch, and the Aethermarch.” Maintain persistent state for current mode, place, story index, battle state, inventory, equipment, party stats, and chronicle. Use responsive CSS so the entire interface remains usable on mobile.