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Arcade › Cape Shadow
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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 playable 2D side-scrolling platform game titled “Cape Shadow” in a single HTML canvas with responsive full-viewport rendering. The camera follows the player horizontally through a dark moonlit level approximately 3600 pixels wide and 900 pixels high, while clamping to the world edges. Use a moody pixel-art/vector hybrid style: a navy-to-near-black vertical night gradient, sparse tiny stars, distant layered dark mountain silhouettes, and a pale crescent moon in the far background around the right side of the level. The player is a small pixel-art humanoid called Cape Shadow. Give the character a pure-black head and torso with a readable humanoid silhouette, glowing white eyes, white gloves, a broad bright-white cape flowing behind the body, and gray boots. Render the character with crisp hard-edged pixel blocks scaled up without smoothing. Include subtle animation: a two-frame run cycle, idle bob/breathing, cape sway, occasional eye blink, and a different airborne pose. Add a soft white glow around the cape and eyes. The player’s collision body is about 38 by 70 pixels. Build the level from dark blue-gray rectangular platforms with a lighter blue-gray top edge and faint outlines. The main floor consists of separated ground sections: x=0..620, x=760..1350, x=1530..2290, and x=2500..3450, all beginning around y=730 and extending to the bottom of the world. Add elevated ledges: (380,580) size 190x24; (860,570) size 220x24; (1180,470) size 190x24; (1640,575) size 260x24; (2070,465) size 230x24; (2460,575) size 250x24; and (2920,500) size 210x24. The gaps between ground sections are hazards requiring jumping/double-jumping. The goal is to collect exactly 8 glowing, rotating pale-yellow five-point stars, then reach the moon gate at the far right. Place the stars at approximately (435,530), (930,520), (1250,420), (1720,525), (2180,415), (2570,525), (3000,450), and (3310,650). Stars disappear when collected and the HUD count updates. At x=3380 near the end, draw an arched gate about 80 by 120 pixels: before all stars are collected it is dim blue-gray and closed-looking; after all 8 are collected it becomes bright white with a pale glow and translucent interior. Overlap the gate after collecting all stars to win and display the centered message “Moon gate opened” with the subtitle “You collected every star”. Add three red/pink triangular spike strips on the ground at approximately x=645 width 90, x=1390 width 110, and x=2320 width 130, with their top around y=700. Add three moving ember bats as hazards. Each bat is a glowing orange-red oval body with triangular flapping wings, tiny dark eyes, and a fiery glow. They oscillate horizontally: one centered near x=1060 with range 150 and speed 1.8, one near x=1960 with range 190 and speed 1.5, and one near x=2810 with range 140 and speed 2.1; their vertical position is around y=675. Contact with spikes, bats, or falling out of the world costs one heart and knocks the player backward/upward. Give the player 3 hearts, a roughly 1.2-second damage invincibility period with blinking, and on losing all hearts show “Shadow fades...” and “Press R to restart”, then automatically reset after a short delay. Restart with R and reset the entire level, including all stars and the win state. Implement smooth horizontal movement with A/D or Left/Right arrows. Accelerate toward a target horizontal speed around 430 pixels/second, stop when no direction is held, and face the direction of travel. Apply gravity around 2200 pixels/second squared. Jump with W, Up arrow, or Space. The player has two total jumps: the first from the ground and one air jump, with the air jump slightly weaker; landing on a platform restores both jumps. Emit a brief burst of about ten glowing white particles at the player’s feet when performing the air jump. Platforms must support collision from above and block horizontal movement and upward movement. Place a fixed HUD over the canvas in large bold white text at the upper left: “Stars 0 / 8” (updating as collected), “Hearts ♥♥♥” with filled/empty heart symbols as health changes, and a jump status that reads “Double Jump Ready”, “Air Jump Ready”, or “Double Jump Used”. On desktop, show upper-right instructions: “Move: A/D or ←/→”, “Jump twice: W, ↑, or Space”, and “Reach the moon gate”. On touch/coarse-pointer devices, hide those tips and show translucent bottom controls: left and right rounded rectangular arrow buttons and a large circular “JUMP” button. Left/right buttons use press-and-hold pointer behavior; the jump button triggers one jump per tap. Make the controls visually match the dark scene with translucent gray fills, white borders, and subtle shadows. Ensure the game works with keyboard and pointer/touch input and prevents page scrolling/selection.