Arcade › Hollowheart
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Xavier Hidayat built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Hollowheart yet. Play it, then tell Xavier Hidayat what you would add next.
Hollowheart was built by Xavier Hidayat 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 Hollowheart 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 2D canvas RPG boss battle called “Hollowheart,” presented in a minimalist retro pixel-art style. Use a nearly black #050505 background, crisp pixelated rendering, monochrome/limited neon colors, monospace UI text, and no external art assets. The game should scale to the full viewport (with a maximum desktop width around 900px) and support both keyboard and touch controls. Opening screen: show the centered title “HOLLOWHEART” in large white text, the subtitle “BATTLE OF THE LAST STAR” in small gray text, a white-outlined black dialogue box containing “ASTer menunggumu...”, and an orange instruction “Tekan Z / ENTER atau sentuh layar.” Include a small gray footer noting “musik retro original — bukan musik Undertale asli.” A top hint reads “WASD / panah · joystick analog · Z pilih · X kembali.” Start with Z, Enter, or a touch input; other keyboard input also starts the intro. Core battle loop: the player fights a single boss, ASTER THE STARKEEPER, in a turn-based menu/bullet-avoidance encounter. At the top of the battle screen display “RUINS // ASTER THE STARKEEPER.” Draw Aster as a floating lavender/pale-purple circular face with two dark eyes and a dark curved mouth, bobbing gently, with the label “ASTER.” Show “ASTER // BOSS,” a purple boss HP bar and numeric HP, initially 120/120. The player is a small red diamond located in the lower battle arena, with HP initially 28/28. The central arena is a large white-outlined black rectangle occupying about the middle-lower portion of the screen. On the player turn, show the current message and submessage in the arena and the current attack pattern label, then offer four orange-outlined menu buttons along the bottom: FIGHT, ACT, ITEM, MERCY. FIGHT deals random damage from 12 through 20 to the boss and announces “Kamu menyerang dengan tekad.” ACT cycles through three actions: BICARA, PUJI, and DENGARKAN; each increases a hidden mercy counter by 1, except DENGARKAN increases it by 2. Use text such as “BICARA pada Aster.” / “Suaramu menembus armor boss.”, “PUJI pada Aster.” / “Boss ragu untuk menyerang.”, and “DENGARKAN pada Aster.” / “Kamu mendengar namanya: Aster.” ITEM uses a “Biskuit Bintang” and restores 9 HP up to the 28 maximum, unless already full. MERCY wins immediately if the mercy counter is at least 3 or the boss has 18 HP or less; otherwise explain that Aster is not ready and instruct the player to use ACT more. Every non-winning action begins the enemy turn. Enemy turn: clear the arena and give the player about 8 seconds to maneuver the red diamond and avoid incoming projectiles. Restrict player movement to the lower region of the arena, roughly x=55 to screen width-55 and y=55% to 88% of the screen. Keyboard movement uses WASD or arrow keys; normalize diagonal movement, with speed around 245 pixels/second. On narrow mobile screens show an analog joystick at lower left; on larger screens show a translucent four-button directional pad. Z/Enter or the orange Z touch button selects the currently highlighted menu option; X/Escape or the blue X button goes back, and left/right or A/D changes the selected menu item. Keep the FIGHT option highlighted by default. Cycle through these five named attack patterns, with the attack name shown in orange: “HUJAN BINTANG,” “CINCIN BERPUTAR,” “GELOMBANG PETIR,” “BIDIKAN JIWA,” and “KOMET SILANG.” Spawn simple glowing circular projectiles with the following visible behavior: Hujan Bintang drops white stars vertically from random x positions; Cincin Berputar launches opposing pairs of pale-yellow projectiles from the arena center moving in opposite directions; Gelombang Petir drops cyan bolts in staggered vertical lanes; Bidikan Jiwa fires pink/red projectiles from the center toward the player’s current position; Komet Silang sends orange projectiles horizontally from either side with a slight sinusoidal vertical motion. Increase spawn intensity when boss HP is below 60. Projectiles disappear at arena bounds or after their lifetime. A collision with the player costs 1 HP, flashes the screen red, shakes the view briefly, and grants roughly 0.7 seconds of invulnerability. When the 8-second enemy phase ends, return to the player menu with “Giliranmu.” and show the next pattern name. Play restrained original retro oscillator tones for start, select, hit, hurt, healing, and mercy, plus a quiet repeating original electronic melody during play; do not use copyrighted music. Win states: defeating the boss with FIGHT shows “JALAN DAMAI” and text that the boss drops its weapon, followed by “Kamu menang karena tetap memegang kendali atas hatimu.” Mercy victory shows “JALAN DAMAI,” “Kamu memilih jalan damai.” and “Aster membuka gerbang dan menghilang dalam cahaya.” Display a centered “MAIN LAGI” button. If player HP reaches zero, show “HATI YANG RETAK,” “Aster terlalu kuat kali ini.” and “Coba pola gerak yang berbeda.” with the same restart button. Restart resets boss HP, player HP, mercy, messages, and encounter to the intro. Keep the visual presentation sparse and atmospheric: black background, white borders, purple boss, red player, orange action emphasis, small gray explanatory text, subtle screen shake and red damage flash.