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Arcade › Gravebranch
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Max Robson built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Gravebranch yet. Play it, then tell Max Robson what you would add next.
Gravebranch was built by Max Robson 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 Gravebranch 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 portrait-friendly browser arcade survival game titled “GRAVEBRANCH.” Use a full-screen HTML canvas with a very dark navy/black background (#090b13), subtle radial blue glow near the center, and a thin blue-gray square grid drawn every 48 pixels; reserve the top ~55 pixels for the HUD. The visual style is minimalist neon vector shapes with soft glow, dark blue panels, rounded borders, and gold accent text/buttons. At launch, show the game paused behind a centered dark navy modal panel with a thin slate-blue border, large white title “GRAVEBRANCH,” the subtitle “Slow monsters. Fast choices. Survive each wave, then grow a branching skill tree.” and a rounded gold button labeled “Start the first wave.” The game should not begin until that button is pressed. Core gameplay is a top-down, single-screen arena survival loop. The player is a glowing mint-green circular avatar with a white outline, radius about 15 pixels, initially centered on the screen. Move with WASD or the arrow keys; also support touch by steering toward the current touch position. Clamp the player inside the arena, keeping it away from the outer edges and below the HUD. The player automatically targets the nearest monster and fires glowing gold circular projectiles; there is no manual fire control. Start with 100 HP, movement speed 170, bullet damage 22, a 420 ms fire interval, bullet speed 470, and one projectile per shot. Each wave spawns a finite slow swarm from random off-screen edges. Start wave 1 with 12 monsters. Spawn timing is initially about 0.7 seconds apart, with a minimum of 0.22 seconds and slightly faster spawning on later waves. Monsters are simple glowing colored circular creatures, radius randomly around 13–19 pixels, with dark eye dots; use either muted purple (#8c7bd9) or dusty pink (#d26f86). They slowly home toward the player, with speed around 22–32 plus a small wave scaling factor. Each monster starts with 36 HP plus 8 per wave. On contact, monsters damage the player for 8 HP and can hit again approximately every 0.55 seconds. Bullets disappear on contact or once well off-screen; a hit subtracts the bullet damage, and a monster is removed at zero HP. Show small square particle bursts for hits and player damage, using gold for monster hits and pink/red for player damage. The HUD is fixed at the top, centered in a max-width row of four rounded pill panels: an “HP” pill containing a green horizontal health bar, “XP 0,” a gold “WAVE 1,” and “Kills 0.” Update XP and kills by one for every defeated monster, and update the wave number. At the bottom center show the small gray hint: “WASD / arrows to move · touch the screen to steer · survive the slow swarm”. When all monsters in the current finite wave have spawned and all are defeated, pause the action and show a centered “Choose your branch” modal. Its text should say “Wave [current wave] cleared. Pick one upgrade — branches stay unlocked for the run.” Present six selectable upgrade cards in a 3-column grid on desktop and one column on narrow screens, each dark blue with rounded corners, gold heading, and explanatory text: - THORN HEART: “+35% bullet damage” and show the current damage leading to the rounded new damage. - SWIFT ROOTS: “+28% move speed” and show the current speed leading to the rounded new speed. - BLOOD BLOOM: “+20 max HP and regen” and “heal 0.8 HP/sec”. Increase max HP by 20, heal up to the new max immediately, and set regeneration to 0.8 HP/sec. - SPLIT BRANCH: “Fire one extra projectile” and “wide clearing arcs”. Increase the projectile count by one; distribute multi-shot projectiles in a small angular spread around the target direction. - EMBER VEINS: “+35% fire rate and faster shots” and “pressure the swarm”. Reduce the fire interval to 65% of its current value and increase bullet speed by 18%. - IRON BARK: “Heal to full and gain +45 max HP” and “survive contact”. Increase max HP by 45 and set current HP to full. On selecting a card, apply that permanent run upgrade, record it in the branch/upgrade list, dismiss the modal, increment the wave, and set the next wave’s monster count to 10 + wave number * 4 (so wave 2 has 18). Continue spawning and automatically firing with the improved stats. The choices are one-time selections per completed wave, and all selected upgrades remain active for the run. If HP reaches zero, stop gameplay and show a centered dark modal with a pink/red heading “The grove fell,” text reading “You reached wave [wave] with [kills] kills and [upgrade count] branch upgrades.” and a gold rounded “Grow again” button. Restarting resets the wave, score, XP, player stats, monsters, bullets, particles, and upgrade list to their initial values. Keep the presentation responsive, with touch-friendly buttons and a single-column upgrade list on screens narrower than about 560 pixels. Do not add weapons, enemy types, maps, abilities, story, or mechanics beyond this described implementation.