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Arcade › Emberwild
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Emberwild was built by aiden.broughton 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 Emberwild 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 open-world RPG slice titled “Emberwild.” Use a full-screen pixel-art canvas with a dark navy background and a camera that follows the player across a large 140×140 tile world. Each tile is 44px in world coordinates, but zoom the view out responsively so the player and a broad portion of the world are visible. Generate deterministic terrain: mostly green grass, with scattered blue water tiles, dark green forest tiles decorated with simple tree canopies, and gray rock tiles, using a seeded tile rule. Keep the visual style clean, colorful, low-resolution/pixel-art inspired, with dark translucent navy UI cards, thin blue-gray borders, rounded corners, gold headings, and teal/red/blue/green accents. Begin with a centered title/login overlay covering the game: dark gradient/radial backdrop, bordered translucent card, large gold uppercase “EMBERWILD” heading, subtitle “A tiny open-world RPG slice with a living world, deep systems, and a thousand discoverable items.” Provide a character name text field defaulting to Ari, a class dropdown with Warrior, Mage, and Ranger, and a color/theme dropdown with Sun, Tide, and Arcane. Include a “Begin adventure” button and the instruction line “WASD / arrows to move · Space or ⚔ to attack · E or ◎ to interact.” On starting, hide the overlay, retain the selected name/class/color, randomly assign the player one companion species from a list including Fox, Wolf, Owl, Bunny, Turtle, Sprite, Raven, Hedgehog, Lynx, Panda, Dragonling, Moth, Slime, Phoenix, Cat, Dog, Hawk, Frog, Boar, and Unicorn, and show a welcome toast naming the companion. The player is a small beige/yellow Kenney-style adventurer sprite centered in the camera, with directional facing and a subtle bob/alternate sprite animation while moving. Start at world coordinate (45,45), level 1, rank Novice, 100/100 HP, 60/60 MP, 100/100 stamina, and 120 gold. Allow movement with WASD and arrow keys; normalize diagonal movement, move at about 4 world units/sec, and allow Shift to increase speed to about 7. Stamina drains while moving and regenerates when stationary; MP regenerates continuously. Clamp movement inside the world boundaries. Show touch controls on coarse-pointer/mobile devices: a four-way directional pad and attack/interact buttons. Place four clearly colored named regions directly in the world: Mossreach Village at tile (18,18), size 15×13, green; Crownspire Town at (58,18), size 18×16, purple-gray; Sunhold Kingdom at (37,61), size 21×17, brown/gold; and Whispering Dungeon at (71,65), size 12×15, slate blue. Draw each as a translucent colored rectangular overlay with a white label. Populate the world with 150 enemies distributed across the map, using small pink/red slime-like sprites for ordinary enemies and larger blocked slime sprites for bosses. Enemy names cycle through Moss Goblin, Cinder Wolf, Crown Guard, Dungeon Wisp, Bog Troll, and Ash Drake; levels range from 1–12; ordinary HP is 18 plus a level-based increment; every 25th enemy is a boss and is labeled “BOSS.” Interaction is proximity-based. Press E (and support the on-screen interact button) to interact. If inside Whispering Dungeon, display “Dungeon entrance: press ⚔ to fight the Wisp King” and apply a small HP loss, never reducing HP below 1. If inside Mossreach Village or Crownspire Town, complete a rotating job selected from Harvest herbs, Deliver a parcel, Mine moonstone, Guard a caravan, or Fish at Bluefen, rewarding 25 gold and 20 XP with a toast. If inside Sunhold Kingdom, grant 50 gold. Otherwise, if an enemy is within about 3 tiles, hit it for 25 damage, consume 8 stamina, and show either “Enemy defeated!” or “Boss struck!”; defeated ordinary enemies grant 8 gold and 12 XP, while bosses grant 200 gold and 120 XP and disappear from the map. If no nearby target exists, show “Nothing to interact with here.” Support an attack action/cooldown of about 0.35 seconds that performs the same interaction/attack behavior; use the visible ⚔ touch action for it. XP should trigger level-ups at 100 XP: increase level, max HP by 12, max MP by 8, fully restore HP/MP, and change rank to Adventurer at level 5; the initial quest “First steps” (“Explore the world and find a job.”) completes after gaining more than 20 XP and rewards 75 gold. Add a fixed HUD over the canvas. At top-left, show the character name, rank, and level, three horizontal bars for HP (red), MP (blue), and stamina (green), numeric values with heart/star/lightning symbols, and gold. At top-right, provide buttons for Inventory, Quests, World, and Rest. Rest fully restores HP, MP, and stamina and shows a toast. Toast notifications should appear near the top center in a dark translucent card and fade after roughly two seconds. Add a bottom instruction hint: “Move through the world · visit colored regions · interact near people and enemies.” Implement right-side modal panels in the same dark card style, with close buttons and responsive width. Inventory should show current slots out of 40, state that 1000 items exist in Emberwild, and list the player’s initial discoveries (Iron Sword 1, Healing Potion 1, and another generated item), including rarity, power, and gold value. Generate a catalog of 1000 items from names such as Iron Sword, Oak Bow, Moon Staff, Leather Hood, Chainmail, Herb, Mana Crystal, Torch, Bread, Healing Potion, Gemstone, Silver Ring, Wolf Pelt, Crown Shard, Dungeon Key, Building Plank, Stone Block, Royal Seal, Fishing Rod, and Quest Map; assign Common through Legendary rarity tiers, values, and powers. The Quests panel should show the First steps quest and reward, a locked Warrior Challenge reading “Defeat a boss in a dungeon.”, and a Home in the Wild objective “Gather 3 planks and 3 stones.” with a Build badge. The World panel should list all four regions, their type, danger (high only for the dungeon, low otherwise), coordinates, and a Pets entry stating 20 species are available and showing the current companion or None. Keep panels toggleable and closeable with Escape or their close button. Render sprites from Kenney-style character and slime assets when available, with simple colored shape fallbacks if image assets fail to load.