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Knight Hearts

  • visual-novel
  • romance
  • medieval
  • branching-story
  • mobile
  • 2d
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. Rts built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Knight Hearts yet. Play it, then tell Rts what you would add next.

Make your own game

Knight Hearts was built by Rts 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 Knight Hearts 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 Knight Hearts

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 mobile-friendly 2D visual novel called “Knight Hearts,” set in a romantic medieval court at Castle Valebrook on the eve of the Mooncrest tournament. Use a full-screen, single painted castle courtyard background: warm golden dusk light, cloudy sky, stone battlements and ivy/castle architecture, with a dark cinematic vignette and strong dark gradient toward the bottom so text remains readable. Use a refined storybook/romance aesthetic: Georgia/serif typography, near-black plum dialogue panels, cream text, antique-gold borders and accents, muted rose highlights, rounded pill-shaped controls, and subtle translucent blur/shadows.

The game opens on a splash/title overlay centered over the background. Show the large gold title “Knight Hearts,” followed by: “A short original visual novel about moonlit vows, tournament nerves, and choosing which honorable knight steals your heart first.” Italicize/highlight “honorable knight” in rose. Provide a gold “Begin Story” button and a secondary “Jump to choices” button. The latter starts directly at the first route-selection choice. The top HUD remains visible behind/after the splash: a left pill with crossed-swords icon and the current chapter, plus right-side “Music On/Off” and “Restart” buttons.

Present two generated/painted character portraits as cutout figures at the lower left and lower right of the scene: Sir Rowan on the left, a warm, gentle knight, and Dame Elara on the right, a bold, sharp-tongued knight. Portraits fade/slide in when present, and the currently speaking/focused knight is bright while the other can be dimmed with lower brightness and slight grayscale. The prologue can show both knights. On narrow mobile screens, position portraits partially toward the lower left/right above the dialogue panel; on wider screens they stand at opposite sides.

At the bottom, show a large rounded dark translucent dialogue box with a gold border, a pill-shaped speaker name label, readable cream dialogue, and the hint “Tap the dialogue box to continue,” plus a progress counter. Tapping the dialogue box advances linear lines. Also support Enter/Space to advance on keyboard. Do not advance while choices are displayed. Choices appear as stacked full-width dark rounded buttons above the dialogue box; their knight names can be bold and gold. Tapping a choice immediately follows that branch.

Implement this exact short branching story and route structure:
1. Prologue, Narrator: “On the eve of the Mooncrest tournament, you arrive at Castle Valebrook carrying a sealed invitation and a dangerous amount of curiosity.”
2. Prologue, Narrator: “The courtyard glows gold beneath hanging lanterns. Two knights stand apart from the crowd — each impossible to ignore for entirely different reasons.” Show Rowan left and Elara right.
3. Choice, Steward: “Honored guest, the evening feast begins soon. If you wish, one of our champions can escort you through the castle first.” Show two choices: “Walk with Sir Rowan, whose smile is softer than his armor looks.” or “Walk with Dame Elara, whose gaze says she has already judged the whole room.”

Rowan route: Rowan says, “I was hoping you'd choose me. The west garden is quieter than the feast hall — and far kinder to nervous knights.” Then: “Tomorrow I ride in the final match. Everyone expects bravery. I keep wondering whether bravery is simply speaking plainly before it's too late.” Offer two responses: “Tell Rowan that plain honesty is the bravest thing in any castle.” or “Tease him a little — a flustered knight is still a knight worth cheering for.” For the honest response, Rowan says: “Then here is my honesty: I have only known you an hour, and yet I already wish for a future reason to seek you out again.” For teasing, he says: “You laugh, and somehow my nerves vanish. Fine — if I win tomorrow, I will claim a dance with you as my prize.” End with Narrator: “When the bells ring for curfew, Rowan presses a blue ribbon into your hand. It smells faintly of cedar and rain. Tomorrow's duel suddenly feels personal.” Label the ending “Rowan's Ribbon.”

Elara route: Elara says, “Good. I dislike wasting time, and you do not strike me as someone who came here for small talk. Walk with me to the training gallery.” Then: “People think I fear nothing. Truth is, I fear becoming only the blade they cheer for. I would like to be remembered as a person, too.” Offer: “Promise Elara you'll remember the woman behind the legend.” or “Challenge her — legends deserve someone bold enough to stand beside them.” For the soft response, Elara says: “That may be the gentlest vow anyone has ever offered me. I find I don't want to let it go.” For the bold response: “There you are. I was waiting for that spark. If you can meet my gaze without blinking, perhaps you'll survive dancing with me after the finals.” End with Narrator: “Elara removes one gauntlet and offers her hand instead of a formal bow. The gesture is small, intimate, and somehow more thrilling than any tournament trumpet.” Label the ending “Elara's Vow.”

At either ending show two options: “Play again and choose a different knight.”, which returns to the route choice while preserving the visual novel context, and “Restart from the beginning.”, which resets the story and affection values. Track simple hidden affection counters for Rowan and Elara: route entry gives that knight 1 point; the honest/soft choices give 2; teasing/bold choices give 1. These values do not need to change the endings, but maintain them internally. The top chapter label should update among Prologue, Choice, Rowan Route, Moon Garden, Training Gallery, Elara Route, and Ending; on an ending it may show the ending title alongside Ending. Include looping medieval background music, initially on, with a Music On/Off toggle; also support keyboard M to toggle music and R to restart. Ensure the layout is responsive and touch-friendly, with no scrolling and safe-area spacing on phones.

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