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Arcade › Driftbound
Click the game above and it runs right here in your browser. No download, no installer, no account needed. pierrick.petit built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Driftbound yet. Play it, then tell pierrick.petit what you would add next.
Driftbound was built by pierrick.petit 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 Driftbound 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.
Recreate a browser game titled "Driftbound" as a fullscreen, responsive 2D side-scrolling platformer with French UI. Use a 960x540 logical canvas scaled to the viewport, with a colorful polished arcade style: cyan sky, layered pale blue/white repeating cloud shapes, a dark purple atmospheric band, warm sandy-orange lower background, and chunky dark-blue platforms. Platforms have a dark outline, slate-blue tiled sides with small rectangular details, and a bright green grass strip along their tops. Keep the camera centered ahead of the player by horizontally scrolling the world as the player advances. The player is a small beige cartoon platform character sprite with a dark oval shadow. Start at x≈100 on the first platform. Physics should feel arcadey: left/right movement with acceleration and friction, gravity, jumping, and a double jump (Space). Controls: Arrow Left/Right or A/D to move; Space to jump twice; Shift to dash quickly in the current facing/input direction; Arrow Down or S to slide, shortening the player’s visible body. Also support touch/pointer controls: tap lower-left/lower-right screen regions to move, lower center to slide, and tap above the lower region to jump. Prevent the browser’s default behavior for gameplay keys. Build a linear floating-platform route with visible gaps and these approximate platform rectangles in world coordinates: (-100,440,700,100), (680,430,300,110), (1040,380,300,160), (1410,440,420,100), (1920,350,420,190), and (2450,430,500,110). The player can fall below the level; reset them backward and upward rather than ending the game. Place six encounters along the route at approximate positions: a green frog-like Mousseux at 520,392; rocky Bouldogre at 1080,332; fiery Flammèche at 1600,392; winged Zéphyrin at 2010,302; owl-like Noctibou at 2300,302; and green Gluantou at 2670,392. Use available cartoon platformer-style sprite assets for the player/enemies/duck, but preserve the simple sprite-and-shadow presentation visible in the game. When the player overlaps a living monster, pause the platformer and open a centered combat modal over a translucent dark, slightly blurred backdrop. The modal is a cream card with thick navy border, rounded corners, and drop shadow. Title it "Rencontre sauvage". Show a two-column arena with cream/yellow panels: active player monster on the left and enemy on the right, each with a large emoji-like creature icon, name, and PV. The starting roster contains one monster: Cendre, an ember/fox-like creature, 20/20 HP. Combat is turn-based: show three attack buttons for the active monster, with names and power values, and an "Objet / soin" button. The first enemy is Mousseux (12 HP), and defeating an enemy captures it into the team, increments Fragments by 1, adds 100 score internally, and removes it from the level. The player monster’s attacks and the other creature attack kits are: - ember/Cendre: Griffe vive power 4, Boule braise power 6, Rugissement power 3. - moss: Bulle collante power 4, Pluie acide power 7, Soin mousse healing 5. - rock: Charge power 5, Éboulement power 8, Carapace guard 2. - flame: Étincelle power 4, Flambée power 9, Cœur chaud healing 4. - wind: Picotement power 3, Rafale power 7, Volute guard 2. - shadow: Morsure power 5, Ombre vive power 8, Vampirisme healing 6. On the player’s turn, clicking an attack deals its power to enemy HP. Healing attacks restore the active monster up to max HP; guard attacks reduce the next enemy retaliation by their guard amount. If the enemy survives, it immediately retaliates after a short delay for 3 damage, reduced by guard but never below 1, then returns control to the player. The item button heals 6 HP but causes a delayed 2-damage retaliation. If the active monster reaches zero, show replacement choices for any living team monsters; if none remain, close combat, move the player back, and reset the small top PV/lives indicator to 2. Allow team members to be selected from the team manager and during forced replacement. Captured monsters join at full HP and retain their species’ attack set. HUD should be overlaid at the top with compact rounded navy pills reading "DRIFTBOUND", "PV 3", "Fragments 0", and "Équipe 1" initially. Keep the PV value as a small overall recovery/fall indicator, with pickups able to raise it to 3 and falling able to reset it to 2. Put an "Équipe" button at upper right. Clicking it opens a cream team manager panel with navy border/shadow, a heading "Gestionnaire d'équipe", active monster name and HP, and a scrollable list of team members. Each row shows a large emoji, monster name, PV current/max, attack names, and an active/select button; clicking a living member makes it active. Include a "Fermer" button. At bottom-left, show a translucent navy rounded hint panel reading: "← → / A D se déplacer · Espace double saut · Shift dash · ↓ glisser". Place three collectible floating coin-like pickups along the route at roughly x=760,y=340, x=1320,y=290, and x=1780,y=360. Render each as a glowing pale-yellow pulsing circle with a coin sprite and a label beneath: "DASH", "AIR", or "SOIN". Collecting them gives 25 score; DASH resets/refreshes dash availability, AIR resets the jump count to enable an extra aerial jump, and SOIN restores the top PV indicator to 3. Dash should otherwise have a short cooldown. Add subtle motion/pulsing to pickup glows. Use responsive CSS so the interface works on narrow screens; use bold Trebuchet-like typography, navy/purple outlines, cream panels, coral primary buttons, teal alternate buttons, and gold item/team buttons. Preserve the clear separation between canvas gameplay and HTML HUD/combat/team overlays, and do not add unshown systems such as inventory screens, bosses, dialogue trees, multiplayer, or extra levels.