Arcade › Legendary Age
Click the game above and it runs right here in your browser. No download, no installer, no account needed. duddy built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Legendary Age yet. Play it, then tell duddy what you would add next.
Legendary Age was built by duddy 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 Legendary Age 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.
Rebuild a browser-based local same-screen multiplayer fantasy arena game titled “Legendary Age,” using a crisp low-resolution 2D pixel-art presentation on a 320x180 logical canvas with nearest-neighbor rendering. The main playfield is a top-down village/dungeon map: dark purple-black ground with repeating stone/tile patterns, a few small village houses with brown walls, red/brown roofs and glowing yellow windows, village NPCs, monuments, pickups, and a cave entrance. When the first player reaches the Moonfall Cave at the right side of the village (or presses E/uses the interaction control nearby), transition all players into a darker dungeon area with stone details and a cave exit near the bottom; dungeon bosses only exist there. Keep a visible HTML HUD around the canvas: player cards show each player’s name, role perk, level, and exp; a countdown starts at 2:00; show a quest checklist for gathering three gems, talking to an NPC, visiting the Age Monument, marrying at the Bond Monument, and defeating a boss; show a dungeon wave/boss HP bar only while in the dungeon; display short contextual messages and interaction prompts such as “Trigger/E talk.” At zero seconds, end the round and show the winner with the highest exp, plus each player’s exp and level, with ties treated as draws. Support up to four local players. Player 1 is controlled with WASD or the left on-screen virtual thumbstick and attacks with Space, the on-screen Attack button, or the VR right trigger. Player 2 uses arrow keys or the right virtual thumbstick and attacks with Enter. Player 3 uses I/J/K/L and attacks with O; Player 4 uses T/F/G/H and attacks with Y. Player 1 is the primary interaction character: pressing E or attacking while near an interactable talks to NPCs, activates monuments, enters the cave, or uses the cave exit. Draw each adventurer as a readable small pixel knight silhouette with a colored armor/body palette, gray helmet/head, dark visor, blocky legs and shoes, side armor pieces, a direction/orientation implied by movement, and a yellow arc for a melee swing. Show a small pink diamond marker over players who are married. Initial local players should be Knight P1, Mage P2, Ranger P3, and Guardian P4, with spawn positions split around the village; allow role changes in the lobby. Implement the roles and exact gameplay behavior: Knight has near-normal speed, 2 melee damage, and an armor shield perk; Armored Tank is slow with 1 damage and heavy armor; Attacker is fast with 4 damage and heavy strikes; Mage is slower with 1 damage but gets +2 exp per gem; Guardian is slower and has a trap-shield style defensive perk; Ranger has normal-fast speed and pulls nearby gems toward them with a magnet radius. The active code uses the standard roles Knight, Mage, Ranger, and Guardian for the four default players. Place glowing faceted purple diamond gems around the map; collecting one grants normally 1 exp, or the Mage’s bonus, increments the gem quest, and respawns the gem at a seeded random position. Add three glowing diamond upgrade pickups: Speed temporarily multiplies movement speed by 1.45, Power temporarily adds 2 boss damage, and Shield temporarily blocks one boss smash and grants that protection until consumed. Upgrades respawn elsewhere after collection. The village should contain Sir Cask, Dame Anvil, and Captain Vale as interactable NPCs. Sir Cask gives Player 1 a temporary shield, Dame Anvil gives temporary power, and Captain Vale grants 2 exp. Include an Age Monument that grants exp and marks its quest complete, and a pink Bond Monument. Marriage requires Player 1 and Player 2 to both be near the Bond Monument; interacting bonds them, grants each 3 exp, marks the marriage quest complete, and plays a marriage cutscene. Use short skippable cutscene overlays for match start, entering Moonfall Cave, defeating a boss, and sealing the marriage bond. In the dungeon, spawn a green blocky boss with a large rectangular body/head and bright pale eyes. Its HP is 10 plus three times the current dungeon level. The boss chases the nearest active player, moves faster at higher levels, and periodically smashes a player on contact. A shield blocks one smash; otherwise the player briefly disappears/respawns after about 1.15 seconds at their spawn point with no exp loss. Players can melee attack only when the boss is in front/within roughly 30 pixels; each valid hit grants 1 exp and subtracts the player’s role damage plus 2 if Power is active. When HP reaches zero, award the attacker 5 plus the current level exp, play the boss-defeat cutscene, advance the wave/level, and immediately spawn a tougher boss. Do not use red moving bean hazards; the boss is the primary danger. Add occasional brief pale-blue lightning flashes over the map as a visual weather effect, without changing gameplay. Build a lobby before the match starts. It should show a room code, create/join room controls, copy invite link behavior using a URL query such as ?room=CODE, public/private lobby state with a private key option, four knight-style avatar slot cards, each player’s class selector, level/exp progress bar, ready toggle, ready count, and a start-match button. Include a simple lobby chat with all-chat/private-target selection and a scrollable message log. Room codes seed deterministic pickup/spawn placement in this browser-only implementation; this is local same-screen play rather than true network multiplayer. Include a restart flow that returns to the lobby. Keep the overall art style deliberately chunky, readable pixel art with bright purple gems, cyan/orange/green upgrade diamonds, dark dungeon atmosphere, colored player silhouettes, and simple cutscene/HUD panels layered around the game canvas. If WebXR is supported, provide VR entry and allow headset-directed movement/turning with controller thumbsticks, while keeping the flat-screen controls and HUD working.