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Arcade › Keybound

Keybound

  • 2d
  • maze
  • arcade
  • chase
  • collectathon
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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 Khan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Keybound yet. Play it, then tell Anas Khan what you would add next.

Make your own game

Keybound was built by Anas Khan 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 Keybound 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 Keybound

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 responsive top-down grid maze game titled “Keybound.” Use a dark navy full-screen play area (maximum about 900×900 px) with a centered canvas and a clean system UI. The maze is a fixed 15-column by 11-row layout, centered in the play area, with solid blue wall cells and darker blue open corridors. Render walls as #1a4a73 blocks with brighter blue outlines (#286d9e); render walkable cells as #102a45 with small subtle darker-blue center squares for a tiled arcade aesthetic. The exact maze layout is:
###############
#.............#
#.###.#####.#.#
#...#.....#...#
###.#.###.#.###
#...#...#.#...#
#.#.###.#.###.#
#.#.....#.....#
#.#####.#####.#
#.............#
###############

The player is a small green/teal circular platformer-style avatar sprite, initially at grid coordinate (1,1). Place six collectible blue key sprites at these exact coordinates: (3,1), (11,1), (5,3), (9,5), (1,7), and (11,9). A pink cartoon ghost enemy starts at (13,9); draw it as a simple pink ghost with a rounded head/body, scalloped bottom, white eyes, and dark pupils. The ghost chases the player through open maze cells using a simple greedy path preference toward the player: try horizontal direction toward the player, then vertical direction toward the player (with repeated directional preferences), then fallback cardinal directions. The player moves one grid cell at a time, only into non-wall cells, and can queue a direction for the next valid move. Advance player movement roughly every 0.16 seconds; move the ghost every second player step (roughly every 0.32 seconds), creating a steadily advancing chase.

Goal: collect all six keys before the ghost catches the player. When the player enters a key cell, remove that key and update the count. If player and ghost occupy the same cell, end the game with a loss. If all keys are collected, end with a win and report the elapsed whole seconds. There is no combat, jump, attack, inventory, or maze-changing mechanic. The visible “EXIT” label near the lower-right portion of the maze is decorative only and is not an interactive exit; victory is triggered solely by collecting all keys.

Controls must support Arrow keys and WASD: up/W, down/S, left/A, right/D. On touch-sized screens, show a translucent four-button directional pad along the bottom-left with up above left/down/right; buttons should be large and touch-friendly. Hide the mobile pad on wider screens (around 700 px and above). On the bottom-right of mobile layouts show the legend “Arrow keys / WASD” and “Find all 6 keys.”

HUD: at the top-left show a key emoji followed by bold uppercase “KEYBOUND” in pale blue-white; at the top-right show “Keys 0/6 · Time 0,” updating to the number collected and floor of elapsed seconds. Use a dark navy background (#0d1b2e / surrounding #08111f), bold system typography, and subtle text shadows. At game start, display a centered dark translucent modal with a bright cyan 2px border, rounded corners, and shadow. It should say “Keybound” in large cyan text, “Collect every key before the ghost catches you.” beneath it, and have a mint-green rounded “Start chase” button. Clicking it resets and starts the chase. After losing, show “Caught!” and “The ghost got you. Try a different route.” with a “Chase again” button. After winning, show “All keys found!” and “You escaped in [whole seconds] seconds.” with a “Play again” button. Pressing R after a win or loss should also restart. Keep the visual style crisp, minimal, arcade-like, and pixel-art-inspired, with responsive scaling so the maze remains centered and fully visible.

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