Appearance
Arcade › Harvest Frontiers
Click the game above and it runs right here in your browser. No download, no installer, no account needed. ANIMING TAMIL built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Harvest Frontiers yet. Play it, then tell ANIMING TAMIL what you would add next.
Harvest Frontiers was built by ANIMING TAMIL 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 Harvest Frontiers 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 browser platformer called “Harvest Frontiers,” rendered on a fixed 1280x720 pixel-art canvas that scales to fill the browser. Build it as an offline same-device two-player expedition with one shared world and a fixed camera (the camera does not actually scroll). The visual style is colorful retro platformer pixel art: chunky rectangles, simple sprite images, dark translucent HUD panels, gold accents, and a distinct palette for each area. Core game flow: the team begins in Zone 1, Sunmeadow Farm, and must explore to the right, grow and harvest crops, collect coins, shoot roaming enemies, and reach the far-right exit. Crossing x > 1210 advances to Zone 2, Whisperwood; reaching its far-right exit advances to Zone 3, Mooncrack Cavern. In the cavern, the objective is to reach the beacon at the right side. When the beacon zone is completed, display “The beacon is live — this slice is complete!” and award 500 score. Do not add an inventory, dialogue system, crafting, or other mechanics beyond these. Player setup: show two 34x54-ish platform characters. Player 1 starts near x=70 and uses the beige front-facing Kenney platformer character sprite; Player 2 starts near x=115 and uses a yellow/climbing Kenney character sprite (or close simple platformer sprites if external assets are unavailable). Give both players 5 health, movement, jumping, shooting, harvesting, collision with platforms, and separate coin counters. Players have horizontal acceleration, friction, a maximum horizontal speed around 260, gravity around 1250, and jump velocity around -500. Clamp them within x=0..1240. Falling below the level costs one health and respawns the player near the left start; reaching zero health causes a shared “TEAM DOWN” game-over overlay. Allow R to restart from the beginning with score and crops reset. Controls must be explicit in the HUD: P1 uses A/D to move, W to jump, F to shoot, and E to harvest. P2 uses Left/Right arrows to move, Up arrow to jump, L to shoot, and O to harvest. Prevent browser scrolling for arrow/space inputs. Include large touch controls at the bottom for P1: left, right, jump, shoot, and harvest buttons. While P2 is idle, gently drift P2 toward P1 to keep local co-op together. Display each player’s health bar above their character, with the bar colored according to that player. Platforming layout: use a full-width ground platform at y=600 with height 120. In Sunmeadow Farm and Whisperwood, add floating platforms approximately at (210,505,170x24), (500,430,190x24), (820,520,190x24), and (1040,365,150x24). In Mooncrack Cavern replace these with the larger descending/ascending layout: full ground plus platforms at (70,520,170x24), (305,455,190x24), (565,535,150x24), (760,420,190x24), (1010,500,180x24), (180,300,150x24), (430,245,190x24), (720,285,160x24), (970,210,190x24), and (1120,390,110x24). Platforms have a dark ground body and a 7-pixel grass/top strip. Zone presentation: Sunmeadow Farm uses a light blue sky (#79b9dd), brown earth (#6b493a), green grass (#71b858), and golden accents. Whisperwood uses muted teal sky (#527a74), dark gray-green earth (#343e3a), deep green grass (#315c4f), and pale green accents. Mooncrack Cavern uses a dark navy-purple sky (#24283c), near-black purple ground (#252030), violet grass (#41345a), and pink/lavender accents. Draw a faded tree background/parallax image if available, plus simple rolling hill silhouettes. In the cavern add repeated dark stalactite shapes from the ceiling, glowing crystal columns near the ground, a hazy horizontal purple band, and the label “DEEP CAVERN.” Farming mechanic in Sunmeadow: place three small soil plots around x=120, 165, and 210 at y=564. When a player presses harvest near a plot, if it is empty, plant it and show “Seed planted — harvest after a short wait.” A planted crop grows for roughly 1.8 seconds, first showing a small green sprout and then a golden turnip with green leaves. Press harvest near a mature plot to collect it, clear the plot, increment Crops/harvested, add 50 score and one coin to that player, and show “Golden turnip harvested! +50.” Each player has a short harvest cooldown. Collectibles and combat: place four gold coin pickups at roughly (280,455), (560,380), (880,470), and (1090,315). A player touching one gains one personal coin and 25 score; remove the coin permanently. Use a simple gold coin sprite or circular gold coin. Place enemies that patrol horizontally: two “slime” critters near (710,560) and (970,480), each with 2 HP, and a stronger “guardian” near (1145,325) with 3 HP. They move slowly back and forth, reversing around x=620 and x=1180. Draw slimes as chunky reddish rectangular creatures with white square eyes, a dark mouth, and a black health-bar background plus green HP fill; make the guardian pink/red. Touching an enemy continuously damages players at about 0.8 health per second. Shooting creates short-lived yellow horizontal bullets traveling in the player’s facing direction at about 720 pixels/second, with a fire cooldown around 0.28 seconds. A bullet hit reduces enemy HP and gives 25 score; killing an enemy gives an additional 100 score and shows “Critter cleared! +100.” End beacon: in Mooncrack Cavern draw a beacon at the far right around x=1190, consisting of a pale post, glowing gold orb, and the label “BEACON.” Its orb should pulse subtly. Reaching the right edge triggers the completion message. HUD: put a dark translucent rounded panel at top-left with a gold border showing bold “HARVEST FRONTIERS,” Score, Crops, P1 hearts/health, and P2 hearts/health. Put a matching panel at top-right showing the current zone name and “Explore east →” in the first two zones, changing to “Find the beacon →” in the cavern. Add a top-center rounded gold banner for temporary tutorial/combat/farming messages. Add a top-left panel describing “OFFLINE CO-OP,” “Same-device two-player mode,” and the controls. Add a bottom help line repeating the controls on desktop. Use responsive styling, rounded dark buttons, gold/cream borders, and hide the help line on narrow screens. At startup show “Two-player expedition ready — farm, shoot, explore.” Then show zone hints: “Grow crops, then head east through the gate.”, “The forest is full of critters and copper coins.”, and “Descend through the larger cavern, then reach the beacon.” Keep score, crop count, zone, health, coins, and game-over state live in the HUD. Use simple collision rectangles and platform landing logic; players can land on platforms only while falling from above.