Appearance
Arcade › Kypros Isle
Click the game above and it runs right here in your browser. No download, no installer, no account needed. doros bodourof built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Kypros Isle yet. Play it, then tell doros bodourof what you would add next.
Kypros Isle was built by doros bodourof 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 Kypros Isle 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.
Recreate a cozy browser-based 2D isometric settlement builder titled “Kypros: Isle of Copper.” The presentation is warm, painterly/minimal, and Mediterranean: cream parchment background, terracotta and copper accents, muted olive greens, turquoise water, soft shadows, rounded translucent cream UI panels, and serif Georgia-style display typography. Begin with a full-screen title overlay over a faint isometric island backdrop. Center the text “A COZY ISLAND SETTLEMENT,” large “Kypros,” subtitle “Isle of Copper,” and the description “Build a sun-warmed village between copper hills, grape terraces, olive valleys, and a turquoise coast.” Provide New Game, Continue (only when a saved game exists), and How to play buttons. After starting, show a fixed 14x14 diamond-grid island in an isometric top-down view on a canvas. The map is divided into horizontal bands by tile row: the top three rows are Copper Highlands in warm copper/terracotta tones with occasional copper-colored mineral dots; rows 3–6 are Terraced Vineyards in muted green with occasional horizontal terrace lines; rows 7–10 are the Olive & Citrus Valley in ochre/olive; rows 11–13 are the Turquoise Coast, with turquoise water extending below the island. Each tile is a diamond with subtle pale outlines. Buildings are rendered as simple colorful low-detail structures with a rectangular body, peaked roof, drop shadow, and an emoji-like icon above them. The camera can be panned by dragging, zoomed with mouse wheel, and pinch-zoomed on touch; constrain zoom approximately from 0.5x to 2.2x. Include a gentle translucent day/night darkening cycle over the canvas. The goal is to grow a healthy copper-age island village by placing buildings, assigning the five initial settlers to jobs, producing resources, maintaining food and housing, and keeping morale healthy. Each day lasts about 20 seconds. The top bar displays population, wood, stone, copper, grapes, olives, fish, and coin using icons; on the right show “Day N · Sunlit morning,” changing to “Dry wind” or “Stormwatch” during events. Beneath it show Population current/capacity, Idle settlers, and a 0–100 morale value with a horizontal bar. The initial state is Day 1, population 5, morale 72, wood 24, stone 18, copper 6, grapes 4, olives 4, fish 8, and coin 12. Persist the settlement in local storage and offer Continue on subsequent visits. At the bottom, provide a horizontally scrollable build menu of rounded cards. Each card shows an icon, name, cost, and any population unlock. Buildings and exact rules are: - Hut 🏠: costs 8 wood and 4 stone; can be placed anywhere; housing capacity +2. - Woodcutter Camp 🪓: costs 10 wood and 2 stone; only in Vineyard or Valley; produces 2 wood/day per worker. - Quarry ⛏️: costs 8 wood and 6 stone; only in Highlands; produces 2 stone/day per worker. - Copper Mine 🟠: costs 12 wood and 8 stone; only in Highlands; unlocked at population 6; produces 2 copper/day per worker. - Vineyard Terrace 🍇: costs 8 wood and 5 stone; only in Vineyard; produces 2 grapes/day per worker, reduced to 45% during drought. - Winery 🍷: costs 12 wood and 8 stone; anywhere; unlocked at population 6; consumes 1 grape and produces 2 coin/day per worker when supplied. - Olive Grove 🫒: costs 7 wood and 3 stone; only in Valley; produces 2 olives/day per worker. - Fishing Dock 🐟: costs 10 wood and 3 stone; only on Coast; produces 2 fish/day per worker, reduced to 35% during storms. - Storehouse 📦: costs 14 wood and 10 stone; anywhere; unlocked at population 5; raises resource capacity by 25 (reflect this as a building utility even if the resource display is not otherwise elaborate). - Market 🪙: costs 16 wood and 12 stone; anywhere; unlocked at population 8; produces 2 coin/day per worker and adds 2 morale. - Well 💧: costs 8 wood and 8 stone; anywhere; unlocked at population 5; adds 4 morale. Selecting a build card highlights it and tells the player to tap an empty tile. Placement must reject occupied tiles, invalid terrain, insufficient materials, or insufficient population unlock, with a brief toast such as “That building needs a different zone, more materials, or more settlers.” On valid placement, subtract the costs, add the building, log it in the Island Chronicle, and select it. Clicking an existing building opens a right-side information panel showing icon, name, description, worker count, production rate, minus/plus worker assignment buttons, and a Demolish button. Workers are limited by the total population; plus should say “All settlers are already busy” when none are idle. Demolition asks for confirmation and refunds half of wood and stone costs. At the end of each day, consume food: fish and olives are drawn down based on population (at least 2 total consumption, with roughly 55% fish and 45% olives). If food is insufficient, morale decreases by 6 and log “Rations are tight”; otherwise morale rises by 2 and log “A peaceful day ends with full bellies.” If housing capacity is available, morale is at least 55, and food exceeds the need by at least 2, add one settler and increase morale by 3. If population exceeds housing, reduce morale by 4. Clamp morale between 0 and 100. Housing begins with a minimum capacity of 2, while huts add 2 each. Every roughly 30 seconds trigger one temporary random event lasting about 17 seconds: Drought reduces vineyard output and displays “Dry wind” plus a drought toast/log; Storm reduces dock output and displays “Stormwatch” plus a storm toast/log; Trade gives +10 coin and logs a trading ship arriving. Include an Island Chronicle panel at lower left listing recent event and settlement messages, plus toast notifications for welcome, placement errors, new settlers, and events. On desktop and mobile, provide a help “?” button that opens a modal explaining drag-to-pan, pinch/wheel zoom, choosing a building then tapping an empty tile, assigning workers/inspecting/demolishing buildings, the 20-second day cycle, food/housing/morale, and the terrain-specific placement rules. Use responsive rounded panels and hide the Chronicle on small screens as in the original layout.