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Arcade › Creature Atlas
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Shaurya Sharma built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Creature Atlas yet. Play it, then tell Shaurya Sharma what you would add next.
Creature Atlas was built by Shaurya Sharma 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 Creature Atlas 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 responsive browser-based interactive creature-collection RPG foundation/dashboard titled “Creature Atlas Foundation,” subtitle “Data-driven creature collection RPG architecture.” This is a playable architecture slice rather than an overworld: the primary experience is navigating a dark developer-friendly game UI with interactive Pokédex, party/storage, battle sandbox, region registry, save actions, and validation reporting. Visual style: dark navy/indigo application shell with a subtle radial blue glow in the upper background, white text, muted blue-gray secondary text, thin blue-gray borders, rounded 12–16px cards, soft shadows, and occasional cyan, violet, green, and amber accents. The top header spans the page, with a rounded square gradient brand mark (cyan-to-violet, containing a circular symbol), the title at left, subtitle below it, and a green outlined pill at right reading “DEV VALIDATION READY.” On desktop use a fixed left sidebar and scrollable main content; on narrow screens turn the sidebar into a horizontally scrolling navigation bar. Keep the interface polished, spacious, and dashboard-like. Navigation tabs in the sidebar: Overview (active initially), Pokédex with “1,025,” Party & PC with “6 / ∞,” Battle Lab with “1v1,” Regions with “9 slots,” and Validation with a live PASS/FAIL indicator. Switching tabs changes the main view without a page reload. Overview screen: show a hero heading “Scalable creature foundation” and explanatory text about centralized species records, individual instances, party and PC storage, battle data, asset slots, regions, saves, and development validation. Include buttons “Run validation” and “Seed demo capture.” Display an amber notice explaining that visual assets are slot-based and missing models, textures, animations, cries, and licensed datasets use placeholders so the game continues running. Show four statistic cards: “Species registry” = 1,025 with “IDs 001–1025 present”; “Captured” initially = 2 with “Pokédex progress”; “Party / storage” initially = “1 / 1” with “6 active slots, expandable boxes”; and “Validation” = green “PASS” with “0 errors · 2 warnings.” Below, show a “System map” card tagged “data-driven,” with rows “Species → Individual Pokémon” tagged “separated,” “Battle → types, moves, abilities, effects” tagged “generic,” “Region → areas → encounters → trainers” tagged “modular,” and “Asset slots → lazy load / placeholder” tagged “streamed.” Beside it show “Runtime architecture,” tagged “starter slice,” and text explaining that species 001 and 1025 use the same systems and approved content can be added without rewriting gameplay code. Include an “Open developer report” button. Data model: generate a registry of exactly 1,025 species IDs, displayed as zero-padded dex numbers 001–1025. Use safe placeholder names “Species 001,” etc. Each record has primary/optional secondary type, generated base stats, height, weight, habitat, catch rate, base experience, growth curve, gender ratio, egg groups, abilities and hidden ability, evolution/form fields, learnset categories, description, encounter locations, and nullable asset slots for model, shiny model, texture, front animation, battle animation, and cry. Use the 18 type IDs normal, fire, water, electric, grass, ice, fighting, poison, ground, flying, psychic, bug, rock, ghost, dragon, dark, steel, fairy. Keep species data separate from individual creatures. Pokédex / field journal: heading “Pokédex / field journal,” text saying all 1,025 entries use the same registry and only the first 120 matching cards are rendered for a light UI. Provide “Clear filters,” a search input with placeholder “Search ID or species placeholder…,” a filter select with All entries, Captured, and Shiny seen, and a count such as “120 shown / 1,025 total.” Render cards in a responsive grid. Each card shows dex number, type pill, a dashed striped placeholder panel reading “visual slot empty” (or “model slot ready” if an asset exists), species name, height/weight/habitat, and status pill unseen/seen/captured plus “shiny slot” or “✦ shiny seen.” Search by name, ID, or dex string and update live. Initially species 001 is seen/captured and species 004 is seen/captured with shiny seen. Individual creature and party systems: instantiate a starter individual from species 001 at level 5, nickname “Atlas,” in the active party. Instantiate species 004 at level 7, shiny, nickname “Spark,” in PC storage. Individuals hold level, experience, nature, gender, shiny state, trainer ID, capture metadata, form, friendship, status, held item, ability, IVs/EVs, moves and PP, computed max/current HP, and summary data. Party has a maximum of six, supports healing all members, and storage uses expandable boxes with 30 slots each. Party & PC view: hero heading “Party & PC storage,” explanatory text about individual data, with “Heal party” and “Save snapshot” buttons. Use a split layout: Active party card with a 1/6 tag, list Atlas, #001, Lv 5, current/max HP, an HP bar, and a Heal button; PC storage card showing “1 / ∞,” a disabled search/filter hook, and Spark labeled Box 1 / Slot 1, Lv 7, and shiny. Healing restores HP and clears status and replenishes move PP. Save snapshot serializes a versioned JSON save (schema version 1.0.0, timestamp, player position/region, party, storage, Pokédex, progress) into browser local storage and confirms it to the user. Battle Lab: heading “Battle Lab,” text describing generic 1v1 battle flow using species, move, type, stat, accuracy, STAB, critical, and HP data, with future double-battle slots supported. Buttons “Use move” and “Reset.” Show a blue radial-gradient arena with two fighter panels: PLAYER Atlas on the left and WILD TRAINING TARGET on the right, each with a glowing circular orb placeholder, name, HP bar, and HP text. The enemy is a fresh species 025 individual at level 6 named “Training Target.” The battle log card is tagged “move #1 Tackle” and initially says “Ready. Press ‘Use move’ to execute a data-driven turn.” On Use move, execute Tackle through the generic battle engine and update enemy HP and log with damage, multiplier, critical yes/no, and STAB yes/no. Implement five starter moves: Tackle (normal physical 40 power, 100 accuracy, PP 35), Ember (fire special 40, PP 25, burn chance), Water Pulse (water special 60, PP 20, confusion chance), Vine Snap (grass physical 45, PP 25, speed reduction), and Quick Jab (fighting physical 35, PP 30, priority 1). Damage should use attacker level, offensive/defensive stats, move power, accuracy, type effectiveness, 1.5 STAB when matching the attacker’s primary type, rare 1.5 critical, and random 0.85–1.00 variation, with minimum damage 1. Include the implemented type chart interactions and neutral fallback. Regions view: heading “Region manager,” text explaining that nine region modules are registered as empty slots and can later contribute areas, maps, NPCs, encounters, trainers, quests, shops, and story events without changing core systems. Show cards for Kanto, Johto, Hoenn, Sinnoh, Unova, Kalos, Alola, Galar, and Paldea. Each card is tagged “module slot,” displays the pipeline “Region → Areas → Maps → NPCs → Encounters → Trainers → Quests → Shops → Story events,” a mostly empty progress bar, and “0 areas loaded · lazy region assets.” Include an “Export save schema” button that presents serialized schema JSON. Validation view: heading “Developer validation,” with “Re-run checks.” Show cards for Species IDs 1025/1025 complete, Moves 5 starter slice, Types 18 valid matrix, Regions 9 registered. Show a report table with passing checks for IDs 001–1025, duplicate IDs, required fields (stats/types/forms/evolution/assets), type references, move references, evolution/ability/form references, and encounter references. Show two amber warnings: move database is intentionally a starter slice, and species names/gameplay fields are safe placeholder records until an approved dataset is connected. Errors should block release and turn the nav indicator to FAIL; otherwise show PASS. Provide an asset loader abstraction that caches assets and returns a placeholder when a slot is missing or loading fails. Provide encounter, evolution, and save-system data hooks even though regions are empty. Add light responsive behavior: desktop four-column stat cards and two-column splits; below roughly 900px stack splits and make navigation horizontal; on very narrow screens use two-column stat cards. Do not invent overworld movement, 3D models, quests, or real licensed creature names: all visible content should remain this data-driven dashboard and its placeholder architecture.”,