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Gloam Moth

  • 3d
  • platformer
  • action
  • side-scroller
  • cave
  • collectathon
  • mobile-friendly
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. Nanais Tall built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Gloam Moth yet. Play it, then tell Nanais Tall what you would add next.

Make your own game

Gloam Moth was built by Nanais Tall 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 Gloam Moth 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 Gloam Moth

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 3D side-scrolling action-platformer titled “Gloam Moth.” Use a fixed side-on perspective with a gently following camera, in a dark moody cave rendered in deep navy/black and violet: a large flat dark cave backdrop, fog, scattered floating glowing motes, ceiling stalactites, soft violet point lighting, and chunky dark-purple stone platforms with slightly brighter top lips. The level runs horizontally from roughly x=-22 to x=25. Place a glowing shrine gate at the far right, made from two vertical stone pillars, a top beam, and a violet glowing core.

The player is a small animated humanoid knight/scout re-themed as the Gloam Moth, tinted pale lavender with purple accents, carrying a sword/needle used for attacks. Start the player on the left around x=-17. Provide idle, run, jump, sword-slash, hit, victory, and defeat animations where available. The player has 3 hearts, horizontal movement, gravity, jumping, a brief coyote-time/jump buffer, and collision only with the tops of platforms. Controls: A/D or Left/Right to move; W, Space, or Up to jump; J to slash; K or Shift to dash. Dash briefly propels the player strongly in the facing direction, has a short cooldown, and emits a burst of violet particles. Include on-screen mobile controls: held left/right arrow buttons plus tap buttons labeled Slash, Dash, and Jump.

Build the cave route from separated horizontal platforms: broad floor sections around x=-14, -2, and 12; raised ledges around x=-8/y=3, x=.6/y=4.65, x=8.2/y=3.25; a high perch near x=14.8/y=5.45; and a final step near x=20.5/y=2.6. Place exactly 8 collectible violet crystal shards at approximately (-17,1.25), (-10,4), (-4,1.25), (.7,5.55), (5.5,1.25), (8.1,4.15), (14.8,6.35), and (21,3.45). Make shards rotate, bob slightly, glow purple, disappear on contact, increment the counter, and produce a particle burst.

Add exactly four flying bat enemies, animated and scaled small, patrolling back and forth while bobbing vertically: around (-6.5,2.2) within -10..-2.5, (2.3,6) within -1.5..5.2, (10.5,4.5) within 7.5..15, and (18.4,4) within 15.2..22.2. Each bat has 2 hit points, damages the player by contact, and flashes when hurt. A forward-facing slash hitbox active for about .22 seconds should damage nearby bats; on death, hide the bat, create a larger particle burst, and award one bonus shard toward the same maximum total of 8. Player damage causes knockback, a violet burst, one second of invulnerability with blinking, and loss of a heart. If all hearts are lost, stop gameplay, show a defeat message and a Restart button.

The win condition is to collect all 8 shards and then reach the glowing shrine gate at the right (player x greater than about 22.2 and y below about 4.3). Stop gameplay on victory, show a message that the shrine opened and the cavern slice was cleared, play victory animation, and show Restart. Before starting, show a centered translucent rounded dark-violet title card reading “Gloam Moth,” describing the cave-born side-scrolling action slice and listing keyboard controls, with a Start button. The top-left HUD should show three heart symbols and “Shards 0/8” (updating during play); the top-center should show contextual instructions/status messages. Use rounded translucent violet-bordered UI pills and buttons, white/lavender text, and a nearly black background. Add responsive touch-friendly bottom controls, while desktop may make them slightly translucent. Include subtle slash/collection/damage particle effects and smooth camera tracking, but no minimap, boss, wall jump, healing, locked doors, or extra biomes.

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