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Rustwild

  • 2d
  • platformer
  • collectathon
  • ascii
  • evolution
  • side-scroller
  • arcade
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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. Kelli Gwamtwa built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Rustwild was built by Kelli Gwamtwa 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 Rustwild 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 Rustwild

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.

Recreate a fullscreen browser game titled “GLYPHWILD // 2.5D”, an atmospheric ASCII side-scrolling platformer/collectathon about a tiny living text glyph evolving into stranger forms. Use a responsive canvas filling the viewport, with a dark forest-green visual style: a radial/vertical gradient sky from deep green at the top into nearly black at the bottom, faint layered ASCII foliage and glyphs in the distance, a thin glowing horizon, and a dark ground plane covering the lower roughly 27% of the screen. Draw subtle horizontal perspective lines across the ground, sparse foreground grass made from “/\\” characters, parallax background clusters such as “\\|/\\|/” and “/\\|/\\”, and dim “::” marks. The game should feel like flat text with a little depth, not a conventional illustrated or 3D world.

At the top-left, show a monospaced lime-green HUD heading “GLYPHWILD // 2.5D” with the subtitle “a tiny species learns to become strange”. At the top-right, show three outlined dark-green status boxes: “GEN 01”, “XP 0/12” (with the current XP and requirement), and “FORM .o.” (with the current glyph). At the bottom-left, show the instruction “A/D or ◀/▶ to roam · SPACE to leap · collect drifting motes · evolve when the meter fills” and a thin outlined XP bar underneath, filling left-to-right with a pale green gradient. At the bottom-right, provide large touch-friendly outlined buttons labeled ◀, JUMP, and ▶. Also support keyboard A/D or left/right arrows for horizontal movement and Space for jumping. Buttons should work with pointer/touch hold for left/right and pointer press for jump.

Begin with a centered translucent dark panel outlined in green. It must read “GLYPHWILD”, explain that the player guides a living ASCII glyph through a layered forest and that it starts as a dot and grows eyes, limbs, wings, and stranger silhouettes, then offer an “ENTER THE UNDERGROWTH” button. Once started, hide this panel and let the player roam. The player is a glowing monospaced ASCII glyph centered horizontally by a simple camera: the world scrolls relative to the player’s horizontal world position. Initially render the form as “.o.” in bright pale green. Give it a small dark shadow on the ground. The player automatically falls under gravity, can jump only while grounded, and is clamped from moving left of world x=0. Horizontal movement is approximately 180 world units per second, with form-dependent speed modifiers. The ground is at about 73% of viewport height; the player lands at ground height and has a visible jump arc. Render decorative platform slabs at varied heights using the text “────────────” with a second “::::::::::::” detail line. Platforms are visual scenery only unless the implementation explicitly adds matching collision; the original behavior uses the ground for landing.

Populate the forward world with 18 drifting collectible motes distributed along the horizontal route, each drawn as a bright “*” with a smaller “·” beneath it. Place them at varied vertical screen positions, and make them bob gently over time. When the glyph comes within a horizontal range of about 35 units and vertical range of about 80 units, collect the mote, remove it, increase XP by 1 and score by 10, and update the HUD/bar. The final route ends when the player travels more than about 120 units beyond the last mote, at which point pause the game and show a centered panel titled “THE PATTERN ENDS”, with text explaining that the glyph dissolved into the undergrowth and that the next run begins with the last discovered form, plus a “RESTART” button. Restart should reset the route, XP, score, generation display, and player position while retaining discovered evolution names/forms as the game’s progression flavor.

When XP reaches the current requirement, pause immediately and show an “EVOLUTION READY” centered panel: “Your glyph has enough pattern-memory to rewrite its body. Choose one mutation.” Offer three randomly selected, not-yet-discovered mutation buttons, each showing its ASCII glyph and name plus a short description. The available forms and exact effects are: “STRIDER” rendered “/o\\”, cyan “#86d7ff”, with “Long legs catch a little more air.” and horizontal speed multiplier 1.18; “GLOOMER” rendered “(o)”, peach “#ffb27d”, with “A soft shell. Falls land softer.” and gravity multiplier 0.82; “WINGLET” rendered “<o>”, pink “#ff8ab8”, with “A pair of fins catches the horizon.” and jump multiplier 1.25; and “CROWN” rendered “^o^”, pale yellow “#fff08a”, with “A crowned mind pulls motes closer.” and a 2.0x collection/magnet radius. The starting SEED form is “.o.”, pale green “#aaff8e”, with “A bright little seed. Nothing wasted.” and no special modifier. Selecting a mutation records it as discovered, changes the player’s glyph/color/effect, resets XP to zero, increases the next XP requirement by 8, and resumes play. If all four mutations have been discovered, reset XP and increase the requirement by 8 without opening a choice panel. Keep the generation display visually at “01” as in the original HUD rather than inventing a separate generation progression system.

Use a crisp monospaced UI throughout, thin green borders, translucent near-black panels, lime/soft-green text, and subtle text-shadow. Make the layout responsive: on narrow screens stack evolution choices into one column and reduce HUD sizing, while keeping the game and touch controls usable. The camera should have multiple parallax layers: distant foliage moves slowly, midground glyph marks move at a fractional rate, platforms/motes move almost with the world, and the player remains near the viewport center. Include a very subtle bobbing/animated atmosphere and no conventional sprites; all scenery and the avatar should be rendered with ASCII/text characters on the canvas.

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