Arcade › Elarion
Click the game above and it runs right here in your browser. No download, no installer, no account needed. 24_Muhammad Nafis Dzulfahmi built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Elarion yet. Play it, then tell 24_Muhammad Nafis Dzulfahmi what you would add next.
Elarion was built by 24_Muhammad Nafis Dzulfahmi 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 Elarion 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 top-down 2D action RPG titled “Elarion: Echoes of the Elements.” Begin with a full-screen title menu over a dark blue/teal radial-gradient fantasy background. Center a glassy dark title card with the large gradient “Elarion” title, subtitle “Echoes of the Elements,” the description “Explore Verdantia, master seven elements, and uncover the forgotten flame,” and buttons for Continue, New Game, Settings, and Controls. Continue loads saved state if available; New Game starts a fresh journey. The actual game is a real-time canvas world viewed from directly overhead with a smoothly following camera. Use a large 2800x1800 world divided into four 1400x900 colored regions: Verdantia (green, upper-left), Ignivar (rust red, upper-right), Aquaris (deep blue, lower-left), and Frostveil (slate blue, lower-right). The initial playable area is Verdantia, with the player starting near (400,420). Render each region as a flat color with scattered semi-transparent circular foliage/terrain marks. Add a winding bright-blue river crossing the world, a translucent orange zone in Ignivar, and a pale translucent oval in Aquaris. In Verdantia, visibly draw a small five-house village in the north area: tan rectangular house bodies with simple red triangular roofs. Draw a gold circular Wind Shrine around (420,470), pale gold outlined ancient ruins around (850,570), and a large orange outlined circular Ember Arena around (2040,430). The player is a glowing colored circular avatar, initially Aren, colored cyan, with a white direction line indicating facing. The avatar has a radius of about 17. The active party member can be switched with number keys 1–4: Aren (Terra, sword, cyan, Aegis Pulse / Worldbreak), Lyra (Gale, bow, mint green, Spiral Arrow / Skyfall Volley), Kael (Flame, sword, coral, Cinder Dash / Solar Rupture), and Mira (Aqua, staff, light blue, Tide Mend / Rain of Renewal). Each party member has distinct HP, attack, defense, power, and critical-hit stats; leveling occurs from experience, raising stats and restoring HP. Implement movement with WASD or arrow keys, normalized in eight directions, with Shift sprinting. Space performs a dodge in the current facing direction, consuming 20 stamina and granting brief invulnerability. Left mouse button performs a normal close-range attack; right mouse button performs a stronger, longer-range heavy attack. Q activates the active character’s elemental skill on nearby enemies with a 4-second cooldown, and E activates an area ultimate with a 12-second cooldown. Show hit particles, glowing impact effects, floating damage numbers, brief screen shake, and invulnerability transparency during a dodge. Attacks use attack and enemy defense, with a chance for critical damage. Populate the initial world with these visible enemies at fixed approximate coordinates: two green Verdant Slimes near (650,380) and (750,520), a pale-blue Frost Wolf near (970,500), a lavender Storm Wisp near (1180,260), a tan Stone Golem near (920,700), and the large red/orange boss Pyraxis, Ancient Flame Guardian, near (2040,430) in the Ember Arena. Enemies are glowing colored circles with small dark health bars and pink health fills above them. The boss is larger, has a gold outline and a longer orange health bar, and has three phases based on remaining health. Enemies pursue the player within range and periodically deal contact damage. Defeated normal enemies disappear and award gold/experience plus an Aether Shard; defeating Pyraxis awards an Ember Core, 400 gold/experience, and completes the quest. On player defeat, restore the active character to full HP, return the player to the village start, and remove 20 gold. Use the seven elements represented by the party and enemies—Terra, Gale, Flame, Aqua, Nature, Storm, and Frost—and support the implemented elemental reactions: Flame+Aqua creates Steam, Aqua+Storm creates Shock, Flame+Frost creates Melt, Gale+Flame creates Flame Burst, Nature+Aqua creates Growth (healing the active character), Terra+Storm creates Crystal Shock, and Storm+Flame creates Overload. Display reaction names as golden floating combat text and add special particles. Make the main quest “The Forgotten Flame.” The right-side tracked quest panel says to reach the Ember Arena and defeat Pyraxis, with the objective “Ancient ruins → arena.” Near the village, pressing F opens a Village Elder dialog explaining that the northern ruins are glowing and the flame guardian has awakened beneath the old stones, with an “I’ll investigate” button that tracks the quest. Pressing F near the gold shrine discovers the Wind Shrine and unlocks fast travel status (the game tracks this state, even though no separate travel screen is required). Near the arena, F displays that Pyraxis waits in the Ember Arena. Add a functional inventory opened with I. Start with 100 gold, one Iron Sword equipped, and three Moon Herbs. Inventory items are: Iron Sword (Common weapon), Flame Blade (Rare weapon), Moon Herb (Common consumable restoring 25 HP), Aether Shard (Epic material), and Ember Core (Legendary quest item). The inventory modal lists quantities, rarity colors, descriptions, gold, and equipment; Moon Herb has a Use button that restores 25 HP for the active character. Add an M world-map modal showing the four region names over a four-quadrant colored map and a player location marker. HUD styling should be dark translucent glass panels with cyan borders, rounded corners, soft shadows, white text, muted blue-gray secondary text, and Nunito-like rounded typography with an Orbitron-like sci-fi display font for major headings. In the upper-left show the active character name in their element color, element tag, level, current/max HP, an HP bar, gold, and current region. In the upper-right show a 150x150 minimap of the colored regions, white player marker, and red boss marker, plus a weather/time label. In the right-center show the tracked quest. At the bottom center show ability cards for normal attack, Q skill, E ultimate, and inventory, including cooldown seconds. Put a temporary centered message/toast near the bottom for events such as discovering the shrine, defeating enemies, quest completion, and respawning. Display a small controls hint at bottom-right: “WASD move · LMB attack · RMB heavy · Space dodge · Q skill · E ultimate · I inventory · M map.” Advance an in-game clock from the starting morning hour 08:00. Label weather as Sunny during daytime, Cloudy in late afternoon, and Storm at night; darken the world background at night. Include autosaving, manual save/load controls in Settings, and a Controls modal listing the keyboard and mouse controls. Make the interface responsive: on narrow screens replace the desktop controls hint with a virtual joystick at bottom-left and four circular touch buttons at bottom-right for attack, dodge, Q, and E. Keep the visual style minimalist and abstract: flat geometric houses and landscape, colored glowing circular characters/enemies, simple particle effects, and no detailed illustrated sprites or invented extra systems.