Arcade › GODWORLD
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ariya 4Game built it with Cinevva, so it works on a phone or a tablet too.
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GODWORLD was built by Ariya 4Game 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 GODWORLD 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 2D top-down god sandbox game titled “GODWORLD,” with a full-screen HTML canvas and a dark translucent RTL Persian interface layered over it. The player is an invisible god manipulating a procedurally generated island world rather than directly controlling an avatar. Render a large tile-based world of 180 by 130 tiles, each 18 pixels, viewed from above with a camera centered on the world and initial zoom around 0.72. Generate an irregular island surrounded by blue water using layered noise; land should contain grassland, sandy shore, forest, mountain, snow, and rock terrain. Use a simple colorful low-detail style: flat green land, blue water, tan sand, gray mountains/rocks, clusters of rounded green trees, and tiny minimalist people and animals. The camera should support zooming with the mouse wheel and panning with shift-drag or middle-button drag. Clicking/dragging with the active god tool paints terrain or applies the selected action at the cursor; the brush size is adjustable from 8 to 90. At the beginning of a new world, seed three small kingdoms at approximate world tile positions (42,55), (115,48), and (75,88), when those positions are land. Give them generated names such as آریا, نوران, وسترا, distinct colors, a village capital, ten initial humans distributed nearby (farmers, builders, warriors, and ordinary humans), and one king. Populate the world with roughly 650 decorative trees on grass/forest terrain, 140 rocks on mountain/rock terrain, and 55 wandering animals. Humans and animals should autonomously wander in random directions, bounce away from water and mountains, and slowly lose health over time. Humans have roles—ordinary citizen, farmer, warrior, builder, and king—and animals include sheep, deer, rabbit, wolf, and dragon. Draw humans as tiny colored heads and bodies, with a yellow crown for kings; draw animals as small colored ellipses, with pointed ears/features for wolves and dragons. Draw trees as brown trunks with overlapping rounded dark/light green canopies and rocks as simple polygonal stones. Provide these selectable tool categories in the Persian RTL tools panel. Nature tools: grass, forest, sand, water, mountain, snow, rock, and tree. Life tools: human, farmer, warrior, builder, king, animal (spawns a sheep), wolf, and dragon. Civilization tools: village, town, castle, farm, road, and kingdom. God-power tools: heal, lightning, fire, meteor, volcano, and erase. Terrain tools paint a circular brush area with the selected terrain. The tree tool creates several trees around the clicked land point. Human tools spawn a person on land and assign it to the nearest kingdom, creating a new kingdom if none is nearby. Animal, wolf, and dragon tools spawn the corresponding creature on land; dragon placement also shows a short burst effect. Civilization placement creates a colored structure associated with the nearest kingdom (or creates a kingdom if needed): villages can also add five nearby humans, while town/castle/farm/road are simple colored top-down markers. The kingdom tool creates a new kingdom, adds several nearby humans, and a king. Heal restores up to half of nearby entities’ maximum health and shows a green ring. Lightning damages nearby entities and displays a white lightning bolt. Fire creates a temporary damaging area that hurts nearby entities over time. Meteor creates a brief fiery impact and damages entities within its radius. Volcano changes the clicked land tile to mountain and shows a temporary effect. Erase removes nearby entities and structures. The simulation should remove entities when health reaches zero. Include a Persian RTL top status bar with the title 🌍 GODWORLD and live counters for population, number of kingdoms, number of animals, current day, and simulation speed. Time advances while unpaused; day starts at 1 and advances every 18 seconds of game time. Include pause/resume, speed cycling through 1x, 2x, and 4x, cleanup, and a brush-size slider. Include buttons for global peace and random war state changes as shown in the interface (these set each kingdom’s peace flag and display notifications; do not imply additional combat behavior that is not implemented). Include new world generation, save world to local storage, and load world from local storage controls. Show short Persian toast notifications for world creation, save/load, speed changes, peace/war, and cleanup. Add a right-side RTL inspector panel. Clicking rather than applying a tool should inspect the nearest human, animal, structure, or terrain tile: display the entity/structure name, health and maximum health plus coordinates for entities, structure type/level/kingdom for structures, or terrain name, fertility percentage, and resource percentage for terrain. Use translucent charcoal panels with rounded corners, subtle borders/shadows, gold headings, blue-gray buttons, and a gold-highlighted active tool. Make the layout responsive: on narrow screens put tools in a horizontal bottom strip, keep the inspector at the upper right, and keep controls in a compact bottom bar. The game should feel like a quiet miniature world simulator where the player paints terrain, grows settlements, populates the island, and invokes destructive or restorative god powers.