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Fallen Light

  • 2d
  • pixel-art
  • action-rpg
  • platformer
  • dark-fantasy
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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. Louis Harvent built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Fallen Light yet. Play it, then tell Louis Harvent what you would add next.

Make your own game

Fallen Light was built by Louis Harvent 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 Light 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 Fallen Light

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 2D pixel-art dark-fantasy action RPG vertical slice titled “VORAWIND // FALLEN LIGHT.” Use a fixed 1280x720 logical canvas scaled responsively to the window with pixelated rendering, a Georgia/serif dark-fantasy UI, and no scrolling camera: the whole horizontal battlefield is visible at once. The visual palette should be moody navy, purple, charcoal, muted teal, gold, pale blue, and crimson. Start on a title/class-selection screen over a dark gradient night background with simple silhouetted vertical city/building shapes and a translucent moon/glowing disk. Center the large gold title “VORAWIND,” the subtitle “FALLEN LIGHT,” and “A dark-fantasy action RPG vertical slice.” Show five selectable classes in a row, each represented by a colored square and text: 1. Knight — 120 HP · Shield Break (pale gray); 2. Paladin — 100 HP · Holy Nova (pale gold); 3. Priest — 80 HP · Starfall (light blue); 4. Warrior — 145 HP · Blood Arc (salmon); 5. Angelic-Hybrid — 95 HP · Wing Burst (lavender). Allow number keys 1–5 to choose and begin, Enter to start as Paladin by default, and on-screen touch controls should also begin the game as Paladin. Include the title-screen instruction “Press 1–5 or tap any control to begin.”

After class selection, begin a side-view platform combat stage. The player is a small simple pixel humanoid with a class-colored body, pale face, dark headband/hair detail, and a bright eye/visor detail, holding/using a glowing cyan sword. The player starts near the left side with class-specific max HP, movement speed, and melee damage: Knight speed 245/damage 22; Paladin 230/26; Priest 220/18; Warrior 215/30; Angelic-Hybrid 255/24. Implement left/right movement with A/D or arrow keys, jumping with W, Up, or Space, sword attack with J, and class skill with K. The player can double-jump? No: only permit a jump while grounded, with an upward velocity around -620 and gravity around 1500. Keep the player inside the 0–1240 horizontal range.

Build two connected fixed-screen realms using rectangular platforms. Realm 1 has a dark blue-to-purple gradient sky, moving background silhouettes, and a muted moon. Include a floor across the bottom and platforms approximately at: x0 y520 width250, x330 y560 width190, x610 y470 width220, x900 y560 width190, and x1080 y430 width200, plus the floor at y650. Platforms are dark teal with a muted gold top edge. Place four basic red/crimson demon enemies around x420 y480, x720 y400, x980 y490, and x1160 y360. Enemies are simple pixel humanoids with burgundy bodies, pale heads, and glowing yellow eyes; they pursue the player horizontally at roughly 70 speed, fall under gravity, collide with platforms, and deal 10 contact damage with a brief invulnerability period for the player. Basic demons have 45 HP.

Add a gold-and-dark exit door near the right side of each realm. On touching the door in Realm 1, transition to Realm 2 and rebuild the stage. Realm 2 changes the background to a darker purple/near-black palette with purple silhouettes and a violet moon. Retain the original floor/platforms and add elevated platforms approximately at x220 y380 width150, x470 y300 width180, and x780 y360 width150. Spawn four tougher enemies of type “damned” around x260 y450, x560 y240, x820 y300, and x1030 y490; they behave like the basic pursuers but have 55 HP. Add a large boss on the right: “AZTRIC // MASTER OF THE ROTTEN CORE,” a dark-purple/pink pixel humanoid with pale lavender wing-like rectangular side shapes, at about x1080 y280, size 100x120, with 500 HP. Display a gold-outlined boss health bar at the top-right with the boss name. The boss periodically fires slow pink/crimson projectiles toward the player, damages the player on contact, and also has close-range contact damage. Defeating it removes the boss, awards 500 shards, decreases Faith by 40, displays the story message “Aztric is not here yet — but the Rotten Core has noticed you. The gate opens.” and creates the final exit door. Do not invent a further realm or ending beyond this playable content.

Implement combat exactly as a close-range action system: J attacks only when its short cooldown is ready, damaging nearby enemies in the facing direction and producing a bright cyan sword slash made from glowing rectangular strokes. K has a 3-second cooldown. For Starfall, spawn seven vertical holy light projectiles across positions around the player that fall from above and deal 28 damage. For all other classes, apply double class damage to nearby enemies and the boss within a larger radius and emit a burst of particles in that class’s color; label the ability according to the class skill (Shield Break, Holy Nova, Blood Arc, or Wing Burst). Defeated enemies burst into crimson particles and award 10 shards; boss melee hits award 25 shards while damaging it. Projectiles should be glowing cyan/white for holy attacks and crimson/pink for hostile attacks. Add small square particle bursts for jumps, attacks, skills, enemy deaths, and impacts, plus subtle hit flashes and screen-shake state on damage.

Track and display a top HUD reading the chosen class, current/max HP, Faith, Shards, and Realm, e.g. “Paladin HP 100/100 Faith 100 Shards 0 Realm 1.” Start Faith at 100, Shards at 0, and provide one revive. When HP reaches zero, if the revive remains, consume it, restore HP to roughly 55% max, reposition the player near the start, grant brief invulnerability, and show “Not yet.” If the revive is spent, enter a game-over state with a dark overlay, “THE FALLEN LIGHTS,” and “Press R to return to the battlefield”; R should restart the current selected class. Show timed bottom-center story panels with a thin gold border and translucent nearly-black background for messages such as “The northern church has fallen. Vorawind burns beneath a broken shield.” at game start and “Realm Two: The Choir of the Damned. The dead remember your name.” on entering Realm 2. Under each message show compact control help: “Move with A/D or ◀/▶ · Jump W/↑/Space · J Sword · K [class skill].”

For mobile, add fixed touch buttons: left, right, and up on the lower-left, and SWORD, JUMP, and SKILL on the lower-right. Use pointer press/release states mapped to the same controls. Keep the UI dark, restrained, and readable over the canvas, with gold borders and cream text. Use simple hand-drawn geometric pixel shapes rather than detailed external art assets; the defining look is an atmospheric, minimalist pixel platformer with dark-fantasy story text and bright magical combat effects.

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