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Heartline

  • 2d
  • turn-based
  • bullet-dodge
  • arcade
  • retro
  • minimalist
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. Shawn Collinet built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Heartline yet. Play it, then tell Shawn Collinet what you would add next.

Make your own game

Heartline was built by Shawn Collinet 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 Heartline 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 Heartline

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 compact single-encounter 2D-style battle game titled “Heartline,” presented on a nearly black starfield background. Use a fixed orthographic-like view with a large white rectangular battle box centered in the upper/middle portion of the screen, and a retro monospace interface overlaid around it. At the top, show a bordered SOUL label on the left and a wide bordered status strip on the right reading text such as “Whimbyte looks uneasy. Mercy 0%.” Above the battle box, display the enemy Whimbyte as a floating pale circular face with two small dark eyes and a simple curved dark mouth; gently bob, rotate, and pulse it. Inside the box, display the player as a small bright red/pink heart.

The game is turn-based: begin on the player menu turn with the dialogue “A strange foe blocks your path.” At the bottom, show a large bordered battle panel containing a stats line like “HP 20 / 20   FOCUS 12   PLAYER TURN,” a dialogue/message area, and four large outlined action buttons arranged in a 2x2 grid: FIGHT, ACT, ITEM, MERCY. The currently selected action has a pale yellow border/text; other actions are gray/white. On narrow screens retain the 2x2 arrangement. Maintain HP 20/20 and enemy FOCUS 12 as the starting values, plus a Mercy percentage in the enemy status text.

Implement the menu choices exactly as follows. FIGHT lowers Whimbyte’s focus by 4 and lowers mercy by 10 (not below zero), with a message that the player strikes and Whimbyte’s focus breaks. If focus reaches zero, win with a victory ending. ACT raises mercy by 40 (capped at 100), changes the enemy mood to “less hostile,” or at 100 to “ready to leave,” and displays calming dialogue. ITEM restores up to 6 HP, using the message “You eat a Glint Pie. +N HP.” or saying the player is already at full HP. MERCY only succeeds when mercy is 100 or more; otherwise display that Whimbyte is not ready to leave. If successful, end with a MERCY victory and the message “You let Whimbyte go.” After any non-winning choice, start an enemy attack wave.

During enemy turns, disable the menu and let the heart move freely inside the battle box with Arrow keys or WASD, clamped just inside all four edges. Show the phase as ENEMY TURN and use short messages such as “Keep moving.” The heart should blink briefly after being hit, with roughly 0.8 seconds of invulnerability, and each collision removes 1 HP. If HP reaches zero, end the game with “Your soul flickers out.” and a centered bordered TRY AGAIN overlay saying “Press R to restart.”

Cycle through exactly three attack patterns, one per completed turn: rain, burst, and walls. Rain lasts about 7.2 seconds and repeatedly spawns small soft cyan/light-blue circular bullets from random positions just above the box, falling downward at varied speeds. Burst lasts about 7.5 seconds and periodically creates a ring of 10 pale blue bullets radiating outward from a random point inside the box, with slightly varied speed and rotation. Walls lasts about 8.5 seconds and periodically sends horizontal rows of cyan bullets from alternating left/right sides across the box, leaving a vertical gap near a randomly chosen center height that the heart must pass through. Remove bullets outside the arena and detect circular overlap with the heart. After surviving a wave, return to the player menu, increment the turn, and update the enemy mood: normally uneasy, later nervous, shaken when focus is low, and ready to leave at full mercy.

On victory, clear bullets, stop combat, show dialogue “Whimbyte dissolves into starlight.” for a FIGHT victory or “You let Whimbyte go.” for a mercy victory, and display a centered bordered VICTORY or MERCY overlay with “Press R to play again.” R restarts the full encounter. M toggles muted/restored sound. Add minimal synthesized retro sound effects: menu movement, confirmation, healing, damage, and victory; initialize audio after user interaction. Use no images: render the enemy, heart, bullets, battle box, and sparse drifting stars with simple geometric shapes. Keep the visual style stark and minimalist: black background, white borders and monospace text, pale gray UI, bright red heart, cyan bullets, and yellow selected action. Use subtle star particles drifting vertically in the background and gentle idle animation for the enemy and heart.

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