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Index Realm

  • 2d
  • pixel-art
  • platformer
  • puzzle
  • fantasy
  • arcade
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. Anas Luqman built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Index Realm yet. Play it, then tell Anas Luqman what you would add next.

Make your own game

Index Realm was built by Anas Luqman 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 Index Realm 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 Index Realm

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 pixel-art side-scrolling platformer/puzzle game titled “Index Realm,” set inside a dark neon wizard-tower laboratory. Use a 960x540-style viewport that can resize, with a horizontal world about 2400 pixels wide and a camera that follows the player. The background is a deep navy/purple brick tower wall with staggered rectangular masonry, outlined inset window-like panels, glowing cyan and purple arcane symbols, and a fixed top HUD bar. At the upper left of the HUD display “INDEX REALM // WIZARD TOWER LAB 01”; near the center display “Target Door Power: 3^7”; at the left display “Current Held Item: None” (updating as appropriate); and at the right display “Score: 0” (updating as appropriate). Keep the presentation crisp and pixelated with dark indigo stone, cyan glow, purple magic, gold highlights, and monospace fantasy-tech labels.

The player is a small pixel-art wizard/alchemist character, shown from the side, starting near x=110 at the entrance on the left. Give the character horizontal movement, jumping, gravity, platform collision, and world-bound behavior. Keyboard controls: Left/Right arrows or A/D move, Up/W/Space jump, E pick up a nearby crystal or deposit a held crystal when beside the altar, and F deposit/fuse when beside the altar. On touch/mobile, provide large glowing buttons at the lower left for left and right, and at lower right a two-column arrangement with jump (▲), E, and a wide F button. The touch buttons should match the visible style: rounded dark-blue translucent fills, bright cyan borders, white labels/icons, and a soft blue glow.

Build the traversable level from dark stone platforms with lighter blue-gray top caps and shadowed undersides. Ground runs are: x=0–520, x=590–850, x=1030–1390, x=1490–1770, and x=1840–2400, leaving gaps that require jumping. Add elevated stepping stones approximately at (220,420) size 180x24, (600,360) size 180x24, (1160,420) size 180x24, (1430,360) size 180x24, (1660,420) size 180x24, and (1980,360) size 120x24. There are no enemies or combat systems; the challenge is traversal, collection, arithmetic fusion, and delivery. If the player falls below the level, flash the camera and respawn them at the entrance around (110,430), with a message explaining that the void rejected them.

Place two collectible glowing polygon crystals, each with an animated purple aura and a white outlined gem shape, floating/physics-enabled in the level: one at about (350,350) labeled “3^3” and colored cyan, and one at about (1240,320) labeled “3^4” and colored purple. The player can pick up only a nearby crystal (roughly within 70 pixels), destroying it from the world and placing its base/power/label in their held-item state. Show the held crystal’s label above the player and update the HUD. The player can hold only one item. If they press E while carrying it and are not near the altar, show “Hands full — bring it to the altar.”

At around (920,400), create a prominent “✦ FUSION ALTAR ✦”: a purple shrine/container with a glowing pulsing circular aura, a dark top slab, outlined base, and a label below or on it reading “[  ]   [  ]   press F”. It has two slots. While carrying a crystal, pressing E or F within approximately 125–140 pixels deposits it into the first empty slot and updates the altar text with its label. When both slots contain crystals, pressing F near the altar fuses them. Only crystals with identical bases can fuse; if mismatched, display “Mismatch! Bases must be identical to add indices!” For the intended puzzle, the two matching base-3 crystals combine as index addition: “3^3 × 3^4 = 3^7”. Award 100 points for a successful fusion, clear the slots, and spawn a resulting glowing rotating crystal labeled “3^7” above the altar, with gravity disabled so it remains available for pickup. Display a brief status message such as “3^3 × 3^4 = 3^7!” and play simple short synthesized beeps for pickup, jump, deposit, mismatch, and fusion if possible.

At the far right around (2190,420), place a large locked vault door. Style it as a dark rectangular portal with a thick pale blue-gray frame, inset panel, gold circular lock, and labels “VAULT // 3^7” and “LOCKED” in gold/pink. The goal is to pick up the fused 3^7 crystal and walk close to this door (within roughly 110 pixels). On delivery, open the door visually by changing the lock to green, changing the label to “OPEN,” fading/shrinking the door, stopping the player, awarding 500 additional points, and showing a large centered victory message: “CHAPTER 1-1 CLEARED!” followed by “3^3 × 3^4 = 3^7”. Stop normal gameplay after victory. Provide contextual bottom-center status messages for instructions and errors, beginning with “Collect both index crystals, then fuse them at the altar.”

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