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Arcade › Fallen God
Click the game above and it runs right here in your browser. No download, no installer, no account needed. jche2310 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Fallen God yet. Play it, then tell jche2310 what you would add next.
Fallen God was built by jche2310 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 Fallen God 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 playable 2D side-scrolling platformer titled “Fallen God: Shards of Dominion.” The player is a fallen god stripped of dominion, represented as a small bright pale-lavender rectangular glyph-like humanoid with a tiny purple square core and a translucent halo band. Use a full-screen HTML canvas with a clean geometric silhouette style: very dark navy-to-purple gradient sky, distant blocky black silhouettes and a subtle parallax background, muted deep-purple platforms with lighter purple top edges and thin cyan/teal outlines. Keep the world sparse and atmospheric rather than detailed. Build three connected horizontal rooms, each about the same width, with transitions when the player walks off the left or right edge: 1. “The Ash Gate” is the starting tutorial room. It has a broad floor, staggered raised platforms, a long spike strip, a Dominion Station near the left side, and tall dark decorative pillars. 2. “Sanctum Verge” has a broad floor, staggered platforms, two spike strips, one pink patrolling enemy, a Dominion Station near the left side, and one floating cyan Shard on an upper/right platform. 3. “The Tithe Door” has a broad floor, raised platforms, a spike strip, a Dominion Station, and a tall gold locked door near the right side. The door opens only when the player has at least one Shard; interacting consumes one Shard and changes the door to an opened/unlocked state. The prototype’s progression goal is to reclaim the Shard and return to open this door. Use simple solid rectangular collision geometry. The player can move left/right with A/D, jump with Space or W, and has a double jump (two jumps before landing). Apply responsive acceleration, friction, gravity, air control, and variable jump height when the jump key is released. Shift performs a short horizontal dash in the movement direction, or the facing direction if stationary, with a brief cooldown. Arrow Left/Right/Up/Down performs a short directional “Divine Strike” attack, with a white rectangular slash hit volume in the selected direction; J may also act as a horizontal strike fallback. The strike can damage the enemy, which has 2 hit points, flashes/fades briefly when hit, is knocked back, and disappears when defeated. The enemy is a simple pink rectangular godling that patrols horizontally between two bounds and damages the player on contact. Place red/pink translucent spike hazards as rectangular strips with repeated small triangular/tooth-like visual blocks. Spikes deal one damage. A side clip knocks the player backward, while a vertical collision (landing on or hitting from above/below) sends the player back to the last Dominion Station and preserves the remaining health unless health reaches zero. Falling below the world also returns the player to the last station. Enemy contact deals one damage and knockback. The player has 5 maximum Essence/health, brief invulnerability after damage, and when health reaches zero they are restored at the last station with full health. Dominion Stations should look like translucent cyan-blue altar/platform rectangles with cyan outlines and a highlighted top band. Press E while near one to heal to full, save the current room and position as the respawn point, and enter a resting/frozen state. Press E again to stand up. While resting, I toggles a simple dark inventory overlay showing “Inventory (prototype),” the current Shards count, “Relics: (none yet),” and instructions to press I to close or E to stand. Persist station save data, Shard collection, and door state in browser local storage when possible; load the save on startup. Include R to immediately reform at the last station. The floating Shard is a small cyan square/rectangular collectible with a subtle vertical bob. On contact, mark it collected, increment the Shards counter, and show a message such as “Shard reclaimed — a fragment of dominion.” The door interaction should show a message requiring a Shard when locked and otherwise announce that it yields. HUD: fixed at the upper left over the canvas with a large bordered title panel reading “Fallen God: Shards of Dominion,” a bordered hint panel reading approximately “Click to enable audio. A/D move • Space/W jump • Arrow strike (dir) • Shift dash • E save/stand (stations) • I inventory (at station) • Spikes hurt • H hitboxes,” and rounded status pills for the current room name, “Shards: 0” (updated dynamically), and “Essence: ♥♥♥♥♥ 5/5” using full/empty heart symbols. Show temporary bordered status messages such as the audio-awakened message, save feedback, damage/respawn feedback, and progression messages. Clicking or pressing a key should initialize optional simple synthesized audio; the game must remain playable if audio is unavailable. Include H to toggle visible collision/hitbox outlines and enemy damage labels on and off. By default, the visual prototype may show thin outlines around platforms, hazards, stations, player, enemy, Shard, door, and slash volumes, matching the cyan/white debug-like outlines visible in the minimalist presentation. Keep the camera as a smooth-follow 2D camera limited to the current room, centered around the player and slightly above them; use a fixed vertical view that shows the platforms, floor, and dark background. There should be no elaborate character art, text-heavy menus, or extra enemy types: the intended experience is a compact three-room movement, combat, hazard, checkpoint, collectible, and locked-door vertical slice.