Arcade › Critter Commons
Click the game above and it runs right here in your browser. No download, no installer, no account needed. SubbaBunny built it with Cinevva, so it works on a phone or a tablet too.
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Critter Commons was built by SubbaBunny 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 Critter Commons 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 2D top-down village/forest MMORPG-style action RPG prototype called “Critter Commons.” Use a full-screen HTML canvas with a camera following the player through a large 2200x1400 world; the visible screen should show only a viewport centered on the player. Render everything in a bright, friendly, hand-drawn/pixel-art-inspired style with rounded shapes, chunky outlines, soft shadows, and a colorful chibi aesthetic. The ground is a tiled green checkerboard: brighter grass in the village and darker green in the forest region to the east, with small pale square accents. Add broad warm tan paths with lighter centers, a blue pond at the lower-left, colorful rounded cottages with triangular brown roofs and cream windows/doors, a “Post,” “Tailor,” and pink “Inn,” a “Forest” sign, many stylized leafy trees with brown trunks and translucent highlight circles, flowers, and forest rocks. Sort world objects by their vertical position so trees, characters, enemies, and gatherables overlap naturally. At startup, show an avatar-selection modal titled “Critter Commons” with the subtitle about choosing a chibi animal avatar and entering the village. Let the player select one of five illustrated chibi races: Bunny, Fox, Cat, Puppy, or Wolf. Each has a distinct rounded animal head/body, ears, face, colorful outfit, and a passive: Bunny +12 move speed, Fox +3 attack damage, Cat +5 skill damage, Puppy +12 max HP, Wolf +2 attack and +8 speed. The player is named Mochi by default. After selecting, an “Enter Village” button starts the game and a hint explains WASD/thumbstick movement, tapping NPCs/items, J or Attack to fight, and K or Skill for a sparkle burst. The player is a cute chibi furry avatar with a visible white selection ring, shadow, name label, outfit, and currently equipped cosmetic/gear. Support movement with WASD or arrow keys and a touch on-screen thumbstick; normalize diagonal movement, keep the character inside world bounds, and use a smooth camera follow. Do not use click/tap-to-move: canvas taps are for target selection and interactions. Tapping a nearby NPC opens interaction/quest behavior, tapping a nearby gatherable collects it, and tapping an enemy attacks it. Press E or interact with a nearby NPC or gatherable. Show “Press E / tap to interact” when an interaction target is nearby. Populate the village/forest with four named NPCs, each drawn as a chibi puppy-like character with a label and speech/quest marker: Mayor Maple at the village, Guard Acorn near the forest approach, Carpenter Pip by the cottages, and Mira Merchant with a SHOP label. Implement three quests: “Welcome Basket” from Mayor Maple, gather 3 berries; “Gooey Trouble” from Guard Acorn, defeat 4 slimes or beetles; and “Cozy Repairs” from Carpenter Pip, collect 4 wood bundles. NPC markers should show a gold ! for an available quest, … while an accepted quest is incomplete, ? when ready to turn in, and no quest marker after completion. Interacting once accepts a quest and interacting again completes it when requirements are met. Rewards are XP, coins, and one cosmetic: Welcome Basket gives 45 XP, 18 coins, Blue Bow; Gooey Trouble gives 75 XP, 28 coins, Leaf Cape; Cozy Repairs gives 60 XP, 24 coins, Star Hat. Automatically unlock and equip the cosmetic on completion. NPCs can display their friendly dialogue in white rounded speech bubbles. Place gatherables mainly at the forest edge and around paths: pink berry bushes, stacked brown wood bundles, and pink/yellow petals. Berry spots include positions around the eastern forest edge and wood spots deeper in the forest; make them bob slightly, cast a shadow, disappear when collected, and respawn after about 14 seconds. Track berries, wood, petals, goo, and shells in the inventory. Show floating “+1 berries,” “+1 wood,” or similar feedback and small colored particles when collecting. Add combat enemies in the forest: green rounded slimes and purple beetles/bugs, each with a small health bar, shadow, simple face, and distinct silhouette. Spawn roughly 12 enemies, mostly slimes, in the eastern forest. They wander near home positions, chase the player if within about 250 world units, and damage the player on contact with a cooldown. Slimes have about 42 HP and do 9 contact damage; bugs have about 30 HP and do 7. The Attack action is available through an on-screen Attack button or J/Space, has a short cooldown around 0.38 seconds, automatically targets the nearest enemy within 96 units or uses the tapped enemy if within 105, and produces hit arcs, floating damage, and particles. The Skill action is an on-screen Skill button or K, has a cooldown around 4.5 seconds, creates a large sparkle burst around the player, and damages every enemy within about 138 units. Make the skill damage visually distinct with cyan sparkle particles. Defeated enemies respawn after roughly 9–16 seconds, reward coins and XP, and increment kill quest progress. Slimes award 6 coins, XP 18, and goo/Slime Jelly loot; bugs award 4 coins, XP 14 and commonly drop Bug Wing loot. Give rare gear drops: slimes can drop Goo Staff or Slime Raincoat; bugs can drop Bug Spear or Beetle Shell Vest, only if not already owned. Use floating “-damage,” “+XP +coins,” and “Dropped: …!” messages. Implement RPG stats and progression. Start at level 1 with XP 0/80, base health around 100 before derived-stat calculation, zero coins, and four stats at 1: Strength, Vitality, Agility, Spirit. Leveling consumes the XP threshold, increases the level, raises the next XP requirement by approximately 1.35x plus 25, grants 2 unspent stat points, heals to full, and emits celebratory particles. Strength raises basic attack damage, Vitality raises max HP and damage reduction, Agility raises movement speed and light damage reduction, and Spirit raises sparkle skill damage. Derive attack, skill damage, max HP, movement speed, and damage reduction from level, stats, race bonus, weapon, and armor. When HP reaches zero, respawn at the village spawn point with full health and no item loss, showing a friendly message that the player fainted and woke safely. Include equipment and economy. Start with Training Twig weapon and Cozy Tunic armor. Weapons include Training Twig, Acorn Blade, Moonberry Wand, rare Bug Spear, and rare Goo Staff. Armor includes Cozy Tunic, Leaf Hoodie, Berry Mail, rare Beetle Shell Vest, and rare Slime Raincoat. Weapons modify attack/spirit; armor modifies defense/max HP. Mira Merchant sells Acorn Blade for 45 coins, Moonberry Wand for 80, Leaf Hoodie for 55, and Berry Mail for 95. Prevent duplicate purchases, show not-enough-coins feedback, allow equipping and unequipping owned weapons/armor, and visually show the equipped gear on the player. Build a clear mobile-friendly HUD over the canvas. At the top show the player avatar icon, name Mochi, level, a red/pink HP bar with HP text, a blue/purple XP bar with XP text, and a coin count. Include a quest log panel listing the three quests, descriptions/status, and progress such as berries 0/3, kills 0/4, wood 0/4. Include a chat box/log with local simulated messages and an input/send form; messages appear as nearby-style speech bubbles over entities and in the chat log. Start chat with system text welcoming the player to the local MMORPG prototype and Luna offering berry help. Add an on-screen thumbstick, Attack button, Skill button with K label/cooldown, a bag/menu button, and a quest button. Use rounded translucent panels, cream text, dark purple outlines/shadows, and the cheerful Nunito-like heavy rounded typography visible in the screenshot. The menu opened by the bag button should have tabs: Character, Bag, Weapons, Armor, and Shop, plus a close button. Character shows the avatar preview, race bonus, level, coins, derived attack/skill/HP/damage reduction, stat allocation rows with plus buttons and unspent stat points, and equipped weapon/armor with unequip controls. Bag lists gathered materials, monster loot, and unlocked cosmetics, indicating the currently equipped cosmetic. Weapons and Armor list owned equipment with stats/descriptions and Equip buttons. Shop lists Mira’s four purchasable items and prices. Quest completion, purchases, stat allocation, collecting, combat, cooldowns, and chat should all update immediately in the HUD. Populate the village with simulated nearby players, not real networking: Luna (Cat) near the village, Kip (Fox) near the forest, Bean (Puppy) lower-left, and Ash (Wolf) near the forest approach. Give them name labels, chibi avatars, gentle autonomous drifting around home positions, and rotating local speech bubbles such as “Anyone doing berries?”, “Slime party!”, “Nice hat!”, “Wolf race unlocked!”, “Need a party?”, “This village is cozy!”, “Trading petals for shells!”, and “Watch out for bugs!” Make it explicit in the game behavior that these are local simulated players rather than backend multiplayer. Use friendly particle effects, floating labels, hit bursts, screen shake on damage, invulnerability flicker after being hurt, and soft shadows, while keeping the overall scene cozy and non-violent in tone.