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Legendary Age

  • 2d
  • pixel-art
  • action-rpg
  • mmorpg-style
  • dungeon-crawler
  • fantasy
  • top-down
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. Kaleb Baker built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Legendary Age yet. Play it, then tell Kaleb Baker what you would add next.

Make your own game

Legendary Age was built by Kaleb Baker 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.

Read the build brief for Legendary Age

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 browser-playable 2D top-down pixel-art action RPG prototype titled “Legendary Age.” Render the game with an HTML canvas using crisp, blocky pixel shapes and a camera that follows the player around a large scrolling world. Use a dark navy star-speckled title/login background and a dark slate modal panel with a thick gold border. On first launch show the title “Legendary Age,” a description explaining this is a local MMORPG-style prototype rather than true online multiplayer/VR, an adventurer-name text field, and buttons for “Customize Character” and “Load Save.” Character creation should allow choosing one of four classes—Tank, Mage, Healer, or Attacker—with class cards describing their starting weapon, skill, and role, plus an armor-color picker and an “Enter Village” button.

Start the player in a bright green, tile-patterned village overworld centered on a fountain labeled SPAWN. The world should be approximately 2600x1900 logical pixels with a following camera, village paths, a horizontal road and vertical road, a small blue pond/stream, scattered blocky trees, and labeled pixel buildings/areas: SHOP, BAR/Tavern, GUILD, SELL, GARDEN, and DUNGEON. Place named NPCs around the village: Elder Rowan (quest giver near spawn), Mira (marriage/partner NPC by the garden), Borin (guild NPC), Nia (shop NPC), Jax (tavern NPC), and Sella (selling NPC). Draw the player and NPCs as simple pixel people with a skin-colored square head, colored block torso, contrasting arm trim and dark legs; display their names above them and show a gold “E” prompt when the player is close.

The core loop is movement, interaction, combat, loot, XP, leveling, equipment, and local social systems. Support keyboard WASD and arrow-key movement, E to interact, Space or 1 for a basic melee attack, 2 for the class skill, 3 for dash or block, 4 for potion, I for inventory, Escape to close panels, and visible touch/mobile action buttons and movement controls. Keep player movement at roughly 155 pixels per second, allow facing direction based on movement, and use stamina that regenerates over time. The basic attack costs stamina and hits nearby enemies in a short forward arc. Show slash particles, hit flashes, and small colored burst particles.

Implement the four classes with distinct stats and skills: Tank has high health, sword and shield equipment, Shield Bash that damages nearby monsters and temporarily raises defense; Mage uses a staff and fires a forward orange Fire Orb projectile; Healer uses a staff and spends stamina on Healing Wave to restore health; Attacker uses a sword and performs Blade Rush, a forward movement with close-range damage. The shared 3 ability should be Shield Wall defense for Tank and a forward dash for other classes. Class equipment must be restricted appropriately, and a Class Shrine/menu should permit changing class.

Populate the fields with 26 wandering/aggressive monsters selected from four pixel enemy types: pink octopus slime, brown boar, green bulky goblin, and purple Gorlock. Give them visible red health bars, different sizes, health, attack, defense, speed, XP, and loot drops. Monsters wander near home positions, aggro when the player approaches, chase and damage the player on contact, and respawn the player at the village fountain with restored health/stamina if defeated. Monster kills award XP and coins and can drop a healing potion, boar tusk, goblin plate, or other loot. Leveling should increase the level, XP requirement, health/stamina, and effective stats.

Include an initial quest flow: Elder Rowan starts with “Village Welcome,” then offers “Clear The Fields,” requiring 3 wild creature kills and rewarding 100 coins, XP, and a healing potion; afterward the quest becomes “First Dungeon,” directing the player to the dungeon gate. Interacting with the DUNGEON gate should move the player into a purple/dark dungeon zone, replace the overworld monsters with dungeon goblins and a powerful purple Gorlock Warden boss, and show an EXIT area. Defeating the Warden completes the dungeon and grants a rare Goblin Axe, coins, and XP before returning the player to the village fields.

Create an Inventory modal showing grouped item counts, item types/descriptions, equipped weapon/armor/shield/accessory slots, and Equip/Use buttons. Include Healing Potions (+45 HP), Stamina Potions (+55 stamina), class-restricted weapons and armor such as Iron Sword, Oak Shield, Spark Staff, Chainmail, and Silk Robe, plus drops including Goblin Axe, Heart Charm, Pink Slime Gel, Boar Tusk, and Goblin Plate. Add Nia’s Shop modal to buy weapons, armor, and potions with coins, disabling items for the wrong class. Add Sella’s Selling Station to sell one item at a time, especially monster loot, for listed coin values.

Implement local simulated social features, clearly presented as local prototype systems: a Guild Hall modal where the player enters a guild name and creates/sets a guild, plus an “Invite Friend NPC” action that reports a simulated friend joining; the Wedding Garden modal where the player enters a partner name, creates a partner bond, receives a Heart Charm, and gains a companion follower; and the Starlit Boar Tavern modal where the player is seated and sees simulated local/guild chat from Jax. The pink companion should follow the player, display a heart and partner name, and grant 2x coins/loot-related rewards while within roughly 180 pixels of the player. Include a date-spot action that moves the player near the garden fountain and support a seated tavern state that prevents movement until the player moves away.

Use a HUD over the canvas: top-left translucent pills for player name, level, class, coins, guild, and partner; HP, stamina, and XP values; a top-right quest log with title, text, and progress; top-right menu buttons for Inventory, Shop, Guild, Class, and Save; bottom-left help text listing controls; bottom-right four large colored action buttons labeled 1 Attack, 2 Skill, 3 Dash, and 4 Potion; and a centered toast notification area for events such as loot, quests, level-ups, purchases, and dungeon completion. Add a small minimap in the lower-right with the player as a yellow marker and monsters as red markers. Use translucent dark HUD panels, rounded borders, gold accents, and readable pixel/arcade-like text styling. Save and load the player’s character and progress through browser localStorage, and expose local game-state get/set hooks if supported by the engine. Do not claim or implement true online multiplayer, real authentication, server-backed guilds/marriage, or actual VR headset support; keep those systems local and simulated.

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