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Hoja del Alba

  • 2d
  • action
  • samurai
  • survival
  • endless
  • pixel-art
  • 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. Manuel Soler Puerto (ModMa) built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Hoja del Alba yet. Play it, then tell Manuel Soler Puerto (ModMa) what you would add next.

Make your own game

Hoja del Alba was built by Manuel Soler Puerto (ModMa) 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 Hoja del Alba 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 Hoja del Alba

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 browser-based 2D side-view endless samurai survival game titled “Hoja del Alba,” presented in Spanish. Use a full-screen responsive canvas with a fixed side-on arena: the player stands and fights along a horizontal ground line in the lower portion of the screen, with movement constrained between roughly the left and right edges. The visual style is dark atmospheric pixel-art-inspired vector/canvas art: a navy-to-purple-to-warm-coral dusk gradient sky, a large pale golden sun/moon in the upper-right, layered dark purple mountain silhouettes with subtle parallax scrolling, and a nearly black roadway/ground with small horizontal markings and faint vertical lantern-like shapes. Keep the camera fixed on the arena; only the background scrolls slowly to imply motion.

The player is a small stylized samurai near the left side of the arena. Draw him as a simple humanoid with a red-orange upper garment, pale face, dark hair/topknot, dark lower clothing, a light waist band, dark legs, golden footwear, and a bright sword angled upward. Include a dark oval shadow beneath characters. The player can face left or right, visibly turns with movement, has a brief invulnerability flicker after taking damage, and uses a short sword-slash animation represented by a bright cream curved arc in front of him. Add small square particle bursts for sword impacts, damage, jumps, and defeated enemies, plus floating score text after kills and a subtle screen shake on hits.

Core gameplay is an endless survival loop against enemies entering from the right. The objective is to stay alive, defeat as many enemies as possible, score points, and build a kill combo/“Racha.” Start with 100 health. Move horizontally with A/D or Left/Right arrows; jump with Space, W, or Up arrow; attack with J or Z. Also provide touch controls fixed along the bottom: circular left and right buttons on the lower-left, a jump button with an up arrow on the lower-right, and a larger reddish attack button with a crossed-swords icon beside it. Hold movement buttons to move and hold attack to repeatedly swing when the attack cooldown permits.

Implement responsive input for keyboard and touch. Horizontal speed is approximately 290 pixels/second, the player is clamped inside the arena, jumping uses upward velocity around -650 with gravity around 1700 and allows attacks while airborne but enemies only collide for damage when the player is near the ground. Sword attacks last about 0.27 seconds and have about a 0.33-second cooldown. A successful swing hits enemies in a forward horizontal range of roughly 112 pixels and nearby vertical range, knocks them slightly backward, creates bright impact particles, and briefly shakes the screen. Each attack should only damage a given enemy according to the game’s attack timing/implementation.

Spawn an unending stream of enemies from offscreen right. Spawn frequency becomes faster as time progresses, with a new wave every 18 seconds and occasional extra simultaneous spawns. Include three visually distinct enemy classes, all as simplified samurai-like figures with colored bodies, pale faces, dark hair and swords, bobbing slightly as they approach:
- “ronin”: teal/green body, about 40x78 pixels, 2 health, speed about 92, contact damage 13, worth 70 points.
- “shade”: purple body, about 34x70 pixels, 1 health, speed about 122, contact damage 10, worth 55 points.
- “brute”: reddish body, about 48x86 pixels, 3 health, speed about 72, contact damage 18, worth 90 points; make these increasingly possible but still uncommon as waves rise.
Enemies continuously walk toward the player. If one reaches the player at close range while the player is grounded, it deals contact damage on its attack timer, about once per second. If an enemy passes beyond the left edge, damage the player for 6 and remove it. When health reaches zero, stop the game and show the game-over overlay. Taking damage resets the combo, gives about 0.7 seconds of invulnerability, flashes the player, emits red particles, and shakes the screen.

On defeating an enemy, award its base points plus 5 times the current combo, then increment the combo and track the best combo; show a floating gold “+points” label. Remove defeated enemies with a colored particle burst. The HUD must stay over the canvas: at the top-left/top area, show a translucent dark rounded panel reading “HOJA DEL ALBA · Puntos [score] · Racha [combo]” with the title in gold, and underneath a thin rounded health bar that transitions from pink-red to orange. At the top-right show a matching translucent panel with the Spanish controls hint: “Mover: A/D o ◀▶ · Saltar: Espacio · Cortar: J / Z”.

Before play, show a centered translucent dark modal card over the dimmed dusk scene, with a thin light border and rounded corners. It must contain the large gold title “HOJA DEL ALBA,” the subtitle “Un samurái contra una oleada interminable. Aguanta, corta y encadena golpes.”, a large rounded gradient gold-to-orange button labeled “COMENZAR,” and the small line “Funciona con teclado y controles táctiles.” Clicking the button or pressing Enter starts/restarts the game, resets score, combo, kills, wave, health, enemies, particles, and elapsed time, and hides the modal. When the player dies, change the modal title to “CAÍSTE EN EL CREPÚSCULO” and subtitle to “Puntuación [score] · Enemigos derrotados [kills] · Mejor racha [bestCombo]”; change the button to “VOLVER A INTENTAR.” Keep the interface dark, readable, and optimized for both desktop and mobile screens.

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