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Arcade › Brumaria
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Utziel Ponce built it with Cinevva, so it works on a phone or a tablet too.
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Brumaria was built by Utziel Ponce 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 Brumaria 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 small Spanish-language, pixel-art top-down creature-collecting RPG titled “BRUMARIA: Senderos de Lumen.” Use a fixed low-resolution 320x180 canvas scaled responsively with crisp nearest-neighbor pixels, framed like a handheld game: dark navy outer background, thick dark border, cream/navy HUD panels, blocky monospaced UI, and simple flat-color shapes with dark outlines. Opening screen: show a centered cream panel with a thick navy border and offset shadow over a diagonal navy/purple/coral gradient. Title “BRUMARIA,” subtitle “Senderos de Lumen,” and the description “Un pequeño RPG de captura y combates por turnos. Explora Villa Lumbre, cruza dos rutas, encuentra criaturas originales y desafía a tu rival.” Include a “Comenzar aventura” button. Starting the game gives the player one level-5 Lumiko, 8 Cápsulas, 3 Pociones, 1 Repelente, and 120 L, and displays a message explaining that Mara, guardian of Villa Lumbre, gave Lumiko and that tall grass can be explored with the arrows. Overworld: use a fixed 320x180 top-down map with 8-pixel tile-like blocks. The player is a tiny simple sprite: dark navy body, peach face, red cap/hair band, and blue lower legs. The HUD sits over the map: left area name, center “Equipo X/6,” and right clock showing Día/Noche and HH:MM. Time starts at Día 08:00 and advances 2 minutes per successful movement step; day is 07:00–19:00 and otherwise night. Arrow keys move in six-pixel increments; provide a touch-friendly on-screen D-pad with up/left/down/right buttons. Movement is blocked by walls and map boundaries. Build three connected zones: 1. “Villa Lumbre” is a tan/gold town with a dark blue perimeter wall, pale plaza, two simple houses/windows near the top left and top right, and a blue gate/exit area at the south. The central pale plaza heals the entire party when the player walks through it. Going north from the town boundary enters Route 1. The town also contains a rival trigger near the lower-right area: once only, display a two-line dialogue from Nilo, “¡Eh, viajero! Soy Nilo, tu rival de entrenamiento.” and “He elegido a una criatura de la Ruta 1. ¡Veamos qué has aprendido!”, then battle a level-5 Bramillo. 2. “Ruta 1 · Prado Zumbante” has green field tiles, a central rectangular patch of tall darker green grass, and boundary walls. It connects south back to town and east to Route 2. Stepping through tall grass has a 16% chance per movement step to start a wild battle, selecting randomly from Bramillo, Cindrilo, or Lumiko at levels 3–6. 3. “Ruta 2 · Barranco Azul” has blue water-like tiles with a large tall-grass region toward the upper-right/center and boundary walls. It connects west to Route 1. Tall grass randomly encounters Murlín, Pedrugo, or Velombra at levels 3–6. When an encounter or rival fight starts, replace the overworld with a battle scene on the same 320x180 canvas: turquoise sky across the upper half, pale yellow-green ground below, dark green oval shadows, enemy sprite at upper right and player creature at lower left. Creatures are drawn as very simple colored outlined blobs/shapes with white square eyes and dark pupils. Show enemy and active-player cards with name, level, HP bar, and numeric PV. Show a battle message panel and six buttons: the first two creature moves, Cápsula, Cambiar, Poción, and Huir. Battles are turn-based: the player acts, then the enemy randomly chooses one of its moves unless it was defeated. Moves have a type, power, accuracy, and can be damaging or healing; healing moves restore about 22% max HP. Use type effectiveness with visible feedback (“¡Es muy eficaz!” or “No fue muy eficaz.”); implement these relationships from the game: Brasa is strong against Brote/Hielo/Metal; Marea against Brasa/Roca; Brote against Marea/Roca; Roca against Viento/Brasa; Viento against Brote; Sombra against Luz/Eco; Luz against Sombra; Metal against Roca/Hielo; Eco against Sombra; Hielo against Brote/Viento; Rayo against Marea; Néctar against Roca/Sombra. Strong matchups multiply damage by about 1.45 and unfavorable matchups reduce it to about 0.7. The original creature roster should be included with these names, types, visual colors/shapes, and moves: - Lumiko, Luz, yellow, bug-like: Destello (Luz), Zumbido (Eco), Chispa Clara (Rayo), Pulso Vital (Néctar). It evolves into Solmara at level 8. - Bramillo, Brote, green, deer-like: Latigazo Hoja (Brote), Semilla Firme (Brote), Pisotón (Roca), Curación Musgo (Néctar). It evolves into Bramonte at level 8. - Cindrilo, Brasa, orange-red, rodent-like: Ascua (Brasa), Mordisco (Roca), Ráfaga Caliente (Viento), Humo Bajo (Sombra). It evolves into Cindraco at level 8. - Murlín, Marea, cyan, fish-like: Burbuja (Marea), Aletazo (Viento), Lluvia Suave (Marea), Brillo Salino (Luz). No evolution. - Pedrugo, Roca, tan-gray, rock-like: Golpe Roca (Roca), Rodar (Roca), Arena Ciega (Viento), Eco Profundo (Eco). No evolution. - Velombra, Sombra/Viento, purple, fox-like: Corte Umbrío (Sombra), Planeo (Viento), Susurro (Eco), Luna Fría (Hielo). No evolution. - Solmara, Luz/Brasa, golden, moth-like: Rayo Solar, Fulgor, Pulso Vital, Ala Alba. Final evolution. - Bramonte, Brote/Roca, dark green, stag-like: Cornada Verde, Tronco Firme, Raíz Sana, Avalancha Hoja. Final evolution. - Cindraco, Brasa/Roca, red-orange, boar-like: Llama Fiera, Mordida Magma, Humo Bajo, Embestida Caliente. Final evolution. Each creature has level, XP, max HP, current HP, attack, defense, speed, types, and four moves. XP from victory is 12 + four times enemy level; reaching level × 20 XP raises level, restores HP, and increases stats. At level 8, Lumiko/Bramillo/Cindrilo evolve, changing name, type, moves, and artwork. Wild battle capture: Cápsula is available only for wild enemies, consumes one of the inventory capsules, and has a base 28% chance plus up to 60% based on missing enemy HP. On success add the creature to the party if there are fewer than six, otherwise send it to storage. If capture fails, say the creature escaped the capsule and let the enemy act. Huir has a 70% success chance in wild battles; it is not a guaranteed escape. Cambiar selects the next living party creature and costs the enemy turn. Poción consumes one and heals 25 HP. If all party creatures faint, fully heal them and end the battle with a message that the Villa Lumbre center helped them rest. Menus and persistence: “MENÚ” toggles a right-side cream panel showing money, capsule and potion counts, and active creature level/HP. Include buttons for Equipo (list party names, levels and HP), Inventario (capsules, potions, repelentes), Estadísticas (types, attack, defense, speed, XP), and Cerrar. Include a GUARDAR button and keyboard shortcut S; save the current state to browser local storage and show a centered toast “Partida guardada en este navegador.” Load the saved state automatically on startup if present. Escape or M toggles the menu. Dialogue pauses movement and has a Continuar button. Keep the presentation deliberately minimal: flat geometric pixel art, no detailed illustrations, no scrolling camera, no invented quests or features.