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Embervale Quest

  • 2d
  • top-down
  • rpg
  • fantasy
  • action
  • quest
  • adventure
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. tbob647 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Embervale Quest yet. Play it, then tell tbob647 what you would add next.

Make your own game

Embervale Quest was built by tbob647 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 Embervale Quest 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.

Read the build brief for Embervale Quest

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 colorful 2D top-down fantasy RPG slice titled “Embervale Quest,” rendered on a full-screen HTML canvas with a responsive HUD and a camera that follows the player through a large 2600x1800 world. Use a bright, handcrafted cartoon style: rounded shapes, bold saturated colors, soft shadows, simple readable characters and creatures, and a dark translucent glass-like interface using a rounded Nunito-style font. The opening screen should cover the game with a dark blue-green radial background and centered rounded card. Show the large yellow title “Embervale Quest,” the description that this is a handcrafted top-down RPG slice, the objective to accept the village quest, explore forest and cave, collect potions and coins, level up, defeat the cave boss, and return the relic, plus controls: move with WASD/arrows, interact with Space/mouse, attack with J/click, and use potion with H. Include a large orange/yellow “Begin Quest” button; clicking it starts the game and removes the overlay.

The game world is a connected top-down map with three distinct regions and a camera centered on the player. Start the hero in Embervale village around the village square. The village is a light green area bordered by wooden fences, with warm tan roads, four colorful small houses (orange-roofed, purple-roofed, blue-roofed herbalist hut, and yellow/orange smithy), farms, many small colorful flowers, Elder Rowan, Mira the Herbalist, and Guard Tovin. The forest lies to the east: a large darker green wooded region with many layered round-canopy trees, trunks, rocks, a winding tan road, scattered coins and potions, and slimes and goblins. The cave is farther east, shown as a dark navy/purple rocky dungeon enclosed by walls, with scattered rocks, internal rubble barriers, a stone-edged arched entrance/gate, bats, and a boss arena. Draw the cave entrance gate in a locked muted blue-gray state until the player obtains the blue key, then make its vertical gate glow cyan. Maintain region tints: bright village greens, deep forest greens, and very dark blue-purple cave flooring.

The player is a small cartoon adventurer centered in the view, using a beige-front character sprite when available or a simple blue-robed/person fallback, with a visible sword angled in front. Movement is real-time and continuous, with normalized eight-direction movement at roughly 250 world units per second, collision against houses, trees, rocks, fences, cave walls, and rubble. The player faces the latest movement direction. Draw a soft shadow beneath the player, a subtle bobbing animation, blinking/translucent invulnerability after damage, and a bright translucent yellow attack arc in front of the character during attacks. Keep the player within world bounds.

Implement the quest progression exactly as a compact RPG loop. Initially the quest objective reads “Talk to Elder Rowan in the village square.” Interacting near Elder Rowan accepts the quest and opens a paused two-line dialogue: he says the Sun Relic was stolen by a beast under the old cave, and instructs the hero to find the blue key in the forest, brave the cave, and return the relic. The objective then becomes “Find the blue cave key in the eastern forest.” Interacting with the other NPCs opens their displayed advice: Mira says forest moss makes strong medicine, offers encouragement about coins, and explains H drinks a potion; Guard Tovin says the cave mouth is east past the pines, slimes hate a quick sword swing, and a goblin dropped a blue key near old forest stones. NPC interaction is available when within about 92 units and shows a small “Space” prompt above a nearby character. Dialogue pauses movement and combat; Space or the on-screen interact button advances lines and closes it.

Place a blue key pickup in the eastern forest around the old stones. Pickups bob vertically and have soft shadows. Coins can be collected by contact, increase the coin counter by one, and use a gold coin sprite if available. Health potions are purple bottles with cyan necks and can be collected by contact or by interacting nearby; collecting increases potion inventory. The blue key changes hasKey to true and advances the objective to “Enter the cave, defeat the boss, and take the Sun Relic.” Before that, attempting to pass the cave entrance pushes the player back and displays “The cave is locked. Find the blue key in the forest.” Place additional coins and potions through village/road, forest, and cave. Place a glowing gold eight-point Sun Relic in the cave boss area.

Implement real-time melee combat. The player attacks with J, mouse click, or the on-screen Attack button, with a short cooldown around 0.36 seconds and a brief attack animation. The attack is a forward-facing arc with a range around 70 units plus a small level bonus; enemies in the arc take player attack damage plus a small random amount, are knocked back, flash when hurt, emit colored particles, and show floating damage numbers. Enemies pursue the player only within an aggro radius, otherwise wander/return near spawn. Contact causes periodic damage and knockback to the player, with brief invulnerability after each hit. Include green bouncing slimes (about 28 HP, 8 attack), green goblins (about 48 HP, 13 attack), purple winged bats in the cave (about 36 HP, 11 attack), and one large red/pink cave boss with a dark outline, gold horns, white eyes, about 230 HP, 20 attack, and a wider red boss health bar. Show enemy HP bars above enemies; use a larger bar for the boss. Killing enemies grants XP and coins, causes particles, floating/toast feedback, and has a chance to drop a potion. The boss should grant substantial XP and coins, mark the boss defeated, automatically recover/award the Sun Relic, and change the objective to “Return the Sun Relic to Elder Rowan.”

Add progression: start at level 1 with 100/100 HP, 12 attack, 0 XP, one potion, and zero coins. Each level requires XP (start threshold 40, then multiply the threshold by about 1.45), raises maximum HP by 18, fully heals, and raises attack by 5. If the player reaches zero HP, respawn at the village start position with full health, reset all living enemies to their spawn positions and maximum HP, briefly grant invulnerability, and show “You fell in battle. Respawned at Embervale village.” Do not reset collected quest state, level, coins, potions, or key.

After the boss is defeated and the relic is recovered, returning within interaction range of Elder Rowan and interacting completes the quest. Change the objective to “Peace restored! Embervale celebrates your victory.” Open final dialogue: “You did it! The Sun Relic shines again. Embervale is saved.” Show a prominent victory toast. If speaking to Rowan afterward, show his brief remembrance line.

Build the fixed HUD over the canvas. At the top, use a wide dark translucent rounded panel with: a heart icon and red-orange HP bar with numeric HP/max HP, star and “Lv” plus level and cyan-green XP bar, coin count, potion count, and sword “ATK” value. Under it on the left, show a rounded Quest panel with yellow “Quest” heading and the current objective. On mobile, wrap the top stats and reposition the controls. Put a small dark translucent minimap in the upper-right showing simplified bright village, green forest, dark cave rectangles and a yellow player dot. Display centered bottom toast notifications for quest acceptance, pickups, damage/progression feedback, locked cave, boss defeat, and victory. Put bottom-right touch buttons: a green/blue “Talk Space” interact button and a pink/purple “Attack J” button. Support mouse/touch buttons as well as keyboard controls. Use subtle camera shake on hits, floating text, colored particles, soft shadows, bobbing pickups, and simple generated ambient music plus short click/hit sound effects if audio is available.

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