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Cavebound

  • 2d
  • platformer
  • precision
  • cave
  • collectathon
  • arcade
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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. adeline.boonew7 built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Cavebound was built by adeline.boonew7 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 Cavebound 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 Cavebound

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 side-view 2D precision platformer titled “Cavebound” that fills the browser window with a responsive HTML canvas. The player is a small glowing white orb, about 22 pixels wide, with a soft white/blue halo and a short pink-white flame-like particle tail while moving. The camera follows the player horizontally through a long cave level approximately 4300 world units wide, smoothly tracking toward the player’s position around one-third of the screen from the left.

Core gameplay: move left and right and jump across separated glowing white cave ledges, collect every floating orb/coin, and reach the flag at the far right. Use keyboard A/D or Left/Right arrows for movement and Space, Up arrow, or W to jump. Movement should have acceleration, a horizontal speed cap around 310, friction when no direction is held, gravity around 1700, and a jump velocity around -760. Include a small coyote-time window and jump input buffer so jumps remain forgiving. The player can land on platforms from above, including moving platforms, and falls into the darkness if they miss. Pressing jump after death resets the player to the starting point.

Build one fixed route through the cave with dark gaps and the following white platforms in world coordinates, using the canvas’s top-left as the world origin: (0,520,430,34), (520,470,170,26), (760,405,130,24) moving vertically with amplitude 45 and speed 0.8, (980,500,230,28), (1280,420,110,24), (1480,350,150,24) moving horizontally with amplitude 70 and speed 0.8, (1710,500,250,28), (2040,440,120,24), (2240,370,100,22), (2430,500,190,28), (2700,420,100,22) moving vertically with amplitude 55 and speed 0.85, (2920,520,320,30), (3350,450,120,22), (3580,385,140,24) moving horizontally with amplitude 70 and speed 0.85, (3820,500,210,28), and (4100,420,180,28). Moving platforms should follow smooth sine motion and carry the player horizontally/vertically as appropriate when landed on.

Place four thin dark hazards with a narrow red glowing top edge at (690,505,48,15), (1390,455,52,14), (2340,520,58,15), and (3470,485,54,15). Contact with a hazard should knock the player upward/backward and emit a few warm particles; falling below the viewport or moving too far left causes death. There are 16 collectible glowing pale pink/white coins, each with a small dark center and gentle vertical bobbing, at these locations: (180,470), (610,420), (820,350), (1090,450), (1325,375), (1540,305), (1810,455), (2080,395), (2285,325), (2490,455), (2750,375), (3050,475), (3400,405), (3640,340), (3910,455), and (4200,375). Collect a coin when the orb comes within roughly 22 pixels; make it disappear and emit cool pale particles.

At the end, place a simple pale flag: a thin light vertical pole at x=4235 from y=352 to y=420, with a small white triangular pennant extending rightward. Reaching this flag wins immediately. Do not require all coins to win, but show the final coin count and completion time.

Visual style: atmospheric minimalist cavern at night. Use a vertical background gradient that transitions from very pale pink near the top through misty light blue to muted slate blue near the bottom, but overlay large dark navy cave silhouettes so gameplay is framed in deep shadow. Add distant translucent diagonal shafts of pink/blue light and layered irregular rock silhouettes in parallax behind the platforms. Platforms are bright icy-white rectangular ledges with a subtle blue glow and a slightly darker blue-gray strip along their bottom edges. The voids and hazards should be nearly black. Coins, the player, the flag, and movement/jump particles should have restrained bloom/glow. Keep the presentation clean and geometric rather than detailed or cartoony.

HUD: overlay a fixed, unobtrusive interface. At top-left show “CAVEBOUND” in uppercase, spaced small lettering and muted blue-gray. At top-right show “COINS 0/16” and “TIME 0.0” in white uppercase text with generous letter spacing. At bottom center show the hint “A / D OR ARROWS TO MOVE · SPACE TO LEAP · REACH THE FLAG” in small uppercase muted blue-gray text. On touch-sized screens, show translucent circular controls at the bottom: a 68px left-arrow button near x=20, a 68px right-arrow button near x=98, and an 84px “JUMP” button at the bottom-right around x=24 from the edge; hold controls for continuous movement/jump. Hide these touch controls on wider desktop screens (roughly 760px and above).

When the player dies, darken the scene with a translucent navy overlay and center the message “LOST IN THE DARK” with “Press jump or tap JUMP to try again” beneath it. When the flag is reached, show “CAVE CLEARED” and beneath it “Coins X/16 · Y.Ys”. Keep the timer running during normal play and display it to one decimal place. Add small particle bursts on jumping, collecting coins, hazard impact, death, and victory, plus subtle camera shake on reset/impact. The game should start immediately with the orb near x=120, y=360 and reset there after death.

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