Arcade › Écho Temporel
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Noé Frangeul built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Écho Temporel yet. Play it, then tell Noé Frangeul what you would add next.
Écho Temporel was built by Noé Frangeul 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 Écho Temporel 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 French-language 2D side-scrolling platform game titled “Écho Temporel” (“Echo Temporal”), presented in a dark, atmospheric neon style. The game should be playable on desktop and mobile and use a full-screen canvas with an HTML overlay HUD/menu. Menu/title screen: use a nearly black radial-gradient background with subtle warm/dark red-brown atmospheric glows and faint animated concentric rings behind the title. Center a large uppercase title split across two lines, “ÉCHO” and “TEMPOREL”, in bold white sans-serif lettering with strong cyan/purple glow. Under it show the subtitle “LE MONDE N’EXISTE QUE LORSQUE TU L’ÉCOUTES”. Provide three selectable level cards stacked vertically on narrow screens (and in a three-column row on wider screens): “NIVEAU 01 — Résonance”, “NIVEAU 02 — Fréquence”, and “NIVEAU 03 — Silence Rouge”. Cards are dark translucent panels with rounded corners, colored luminous borders, and matching selection glow: cyan for Résonance, magenta/pink for Fréquence, and golden yellow for Silence Rouge. The cards’ descriptive labels are “Bleu polaire · rythme calme”, “Rose électrique · tempo rapide”, and “Or brûlant · danger dense”. The first card starts selected. At the bottom display “← → pour choisir · ENTRÉE pour jouer · ESPACE pour émettre une onde”. Arrow keys or A/D change the selected level; Enter or Space starts the selected level, and clicking a card starts it. Gameplay: make a 2D physics platformer viewed from the side with horizontal camera scrolling. The world is mostly black/dark brown with soft radial lighting. The current level supplies the accent color: level 1 uses a warm pale orange/coral palette, level 2 a peach/red palette, and level 3 a gold/red palette in the canvas; the menu cards use the brighter cyan, pink, and gold UI colors. Platforms are thin, glowing horizontal bars with a bright white highlight along their top edge. The initial platform begins at world x=0 and the level continues to approximately x=3600, 4300, or 5000 depending on the chosen level. Generate separated platforms with gaps roughly 35–100 pixels, widths roughly 150–300 pixels, and vertically varying positions around a baseline near 76% of the viewport height. The first platform is initially visible; later platforms are almost invisible until illuminated by the player’s echo waves. The player is a small bright white glowing orb with a colored inner core and a pulsing colored ring around it. Start it near x=80 on the first platform. Apply gravity, horizontal acceleration and friction, a maximum horizontal speed around 260, and jumping with roughly -430 vertical velocity. The player can move left/right and jump, but there is no attack weapon. The world is initially silent/dark: pressing the echo action emits a circular wave from the player, briefly revealing the environment. Echoes should be drawn as expanding colored outline rings, starting small and expanding to about 260 pixels while fading. Each emitted echo increases the score by one, creates a brief burst of colored particles, and plays short synthesized tones. The echo also temporarily fills an echo meter, which decays over time; while active, nearby platforms and enemies become visible. Echo waves reveal platforms in their radius/nearby area, leaving previously revealed platforms glowing for a short time. Place floating enemy hazards along the route, represented as glowing colored circular orbs with two tiny white eyes. They are faint/almost invisible until revealed by the player or an echo. When the player’s echo is active nearby, enemies react/move toward the player; collision costs one life. Falling below the bottom of the screen also costs one life. The player has 3 lives. On damage, briefly blink the player, play a low warning tone, reset/reposition the player backward and upward, and grant short invulnerability. When all lives are lost, stop gameplay and show a dark translucent game-over overlay with the uppercase title “SILENCE” and French text stating how many echoes were made, plus “Rejouer” and “Menu” buttons. Rejouer restarts the selected level; Menu returns to the title screen. Reaching the far end of the level (near its final x position) wins and shows an overlay titled “RÉSONANCE” with French completion text “Niveau terminé — [score] échos.” and the same restart/menu options. In gameplay HUD, show the current uppercase level name at top left, with a thin glowing echo meter beneath it, and at top right show “ÉCHOS [number] · VIES [number]”. At the beginning of a level briefly display the centered message “FAIS DU BRUIT POUR VOIR”. Use a minimal HUD that does not obscure the playfield. On desktop support ArrowLeft/ArrowRight or A/D to move, ArrowUp or W to jump, and Space to emit an echo. On mobile show bottom touch controls: left arrow, right arrow, up/jump button, and a larger outlined “ÉMETTRE ÉCHO” button. Use pointer/touch controls with held left/right movement. Art direction: minimalist, high-contrast, cinematic neon-on-black visuals; no technological grid or patterned background. Use soft bloom/glow around platforms, echoes, player, enemies, and UI borders; keep unrevealed geometry extremely faint so the echo mechanic is visually obvious. Add subtle ambient colored ellipses and a dark vignette around the gameplay canvas. Include simple synthesized oscillator sound effects for echo, jump, damage, and completion, but keep audio unobtrusive.