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Arcade › Keybound

Keybound

  • 2d
  • arcade
  • maze
  • top-down
  • endless-chase
  • mobile-friendly
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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 minimalist 2D top-down arcade maze game titled “Keybound,” rendered responsively on a full-screen HTML canvas with crisp, non-antialiased geometric graphics. Use a very dark navy page/background (#08111f) and a centered maze area beneath a compact HUD. The maze is a fixed 15-column by 11-row grid, with walls as bright/deep blue rectangular blocks and open corridors as nearly black navy cells. Use this exact maze layout, where # is a wall and . is open floor: 
###############
#P....#.......#
#.###.#.#####.#
#...#.#.....#.#
###.#.#####.#.#
#...#.....#...#
#.#######.#.###
#.......#.#...#
#.#####.#.###.#
#.....#.......#
###############
P is the player start at cell (1,1). Fit the maze horizontally and vertically below the HUD with a small margin, keeping the whole maze visible; scale tiles to the available viewport. Draw wall tiles in a saturated blue such as #1d4ed8 with a subtle lighter blue inset stripe/highlight, and floor tiles in #0c1a2d. 

The player is a small cyan/sky-blue circular character with two tiny pale eyes, starting at grid position (1.5,1.5). The enemy is a pink/red ghost with a rounded head, scalloped zigzag bottom, white eyes, and dark pupils, starting at (13.5,9.5). The ghost continuously pursues the player by finding a shortest open-cell route through the maze (breadth-first pathfinding), moving one grid direction at a time. Player movement speed is about 3.9 grid units/second; ghost speed is about 2.15 units/second. Movement is axis-aligned only, with collision against walls and a small circular/rectangular radius so the characters cannot pass through walls. Direction should persist when input stops, but stop at walls; when simultaneous directions are held, favor the larger axis or use the currently selected cardinal direction.

Place five collectible gold keys at these exact positions: (3.5,1.5), (11.5,1.5), (3.5,5.5), (7.5,7.5), and (11.5,9.5). Draw each uncollected key as a small yellow-gold outlined key icon, with a circular bow and short shaft/teeth, slightly rotated and gently bobbing. When the player comes within roughly 0.42 grid units, collect it, increment the key count, and add 100 points. The objective is to collect all five keys before being caught. The HUD at the top should show “KEYBOUND” at upper left, “Keys 0/5   Lives ♥♥♥” beneath it, and “Score 0” aligned to the upper right. Update these values during play; use empty hearts for lost lives. Start with 3 lives and score 0.

If the ghost comes within roughly 0.48 grid units of the player, remove one life and reset the player to (1.5,1.5) and ghost to (13.5,9.5). At zero lives, show a game-over state. When all five keys are collected, show a win state. Keep the score on win/game over and display the appropriate ending score. The game should pause gameplay while the intro, win, or game-over overlay is shown.

On first load, show a translucent dark overlay over the entire screen. Center large bold white text around one-third down reading “ESCAPE THE HUNTER,” then smaller pale-blue text: “Collect every gold key before the ghost reaches you.” Below that, bold yellow text: “Tap or press a direction to begin,” and a final pale-blue instruction: “Arrow keys / WASD on desktop.” The first arrow/WASD press or touch dismisses the intro and starts movement. On win, overlay “ALL KEYS FOUND!” with “Score [score] — the maze is yours.” and “Tap to play again.” On game over, overlay “CAUGHT!” with “Final score [score]” and “Tap to play again.” Restart the game when a direction key is pressed or the canvas is tapped in either ending state.

Support desktop keyboard controls: Arrow Up/Down/Left/Right and W/A/S/D. Support mobile/touch controls: show a subdued translucent circular directional pad near the lower-left of the screen with up/down/left/right triangular arrows; tapping a direction selects it. Also allow a tap/drag gesture anywhere on the canvas to choose the dominant cardinal direction. Keep touch-action disabled so gestures control the game rather than scrolling. Use a clean system sans-serif font, restrained dark-blue UI, yellow keys, cyan player, and red-pink ghost. The game is a single-screen maze chase with no scrolling camera, no sound requirement, no additional levels, weapons, power-ups, or other enemies.

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