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Moonvale RPG

  • 2d
  • rpg
  • action
  • top-down
  • fantasy
  • pixel-art
  • quest
  • boss-fight
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. pstrongow100 built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Moonvale RPG was built by pstrongow100 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 Moonvale RPG 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 Moonvale RPG

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-based top-down 2D action RPG titled "Moonvale RPG". Render the game on a full-screen pixelated HTML canvas with a fixed overhead camera that follows the player through a large 2200x1400 world. Use a dark navy UI/background, chunky simple shapes, clean system-font text, translucent rounded HUD panels, and a low-resolution/pixel-art-inspired fantasy presentation.

World and setting: Make a forest adventure map with a green tiled grass ground, scattered stylized trees with brown trunks and layered dark/light green circular canopies, a wide vertical tan road through the center, and a horizontal tan path through the player’s village. Place a small central village shop/building labeled "MOONVALE" and a character named Mira near the village. Place a treasure chest in the northeast, a glowing purple Moon Shrine in the southwest, seven green forest slimes spread around the map, and an Ancient Moss Titan boss in the eastern area. The player begins in the village at approximately the center of the map. Keep all movement inside the world bounds.

Player: Show the hero as a simple blue round-bodied character with a gold face/head and dark headband, holding a directional weapon/tool line. Move at a responsive constant speed with WASD or arrow keys; update the facing direction to the latest movement direction. The camera smoothly/continuously centers on the player while clamping to the world edges. Support touch controls: a four-button directional pad at bottom-left and attack/interact buttons at bottom-right. The player starts with 5/5 HP, 12 gold, level 1, and 0/10 XP. On defeat, restore the player to max HP and respawn them at the village gate rather than ending the game.

Combat: Space or the sword attack button performs a short melee swing in the facing direction, with a visible bright arc. The starting Iron Sword has 1 damage and can hit nearby enemies within roughly 78 pixels and a forward-facing cone. Slimes have 2 HP, chase the player when within about 300 pixels, deal 1 HP on contact, and have a brief hit/invulnerability timing. Defeated slimes award 3 gold and 4 XP; drop a Red Potion or Moonleaf Herb. Add small colored burst particles and brief hit flashes. The player can purchase sword upgrades that permanently increase sword damage by 1.

Weapons and hotbar: Display a five-slot bottom-center hotbar with keyboard shortcuts 1–5: Iron Sword, Potion, Moonleaf Herb, Arc Blaster, and Legendary. Slot 1 is the initial melee weapon. The Arc Blaster is purchasable from the shop for 55 gold and grants 12 Energy Ammo; when selected, Space fires a fast cyan projectile in the facing direction, consuming ammo, with 2 damage to slimes and the boss. The Legendary slot can use the legendary gun and sword only after the boss drops them: the legendary gun fires faster red projectiles for 3 damage, while the legendary sword gives the melee attack +4 damage. Show a message if the player tries to use an unpurchased weapon or has no ammo.

Quest and progression: Start with a quest prompt in the top center. The player must interact with Mira using E or the interact button to begin her task: defeat 3 slimes for 45 gold. Track kills and show progress such as "Task: defeat slimes 0/3". After three kills, show that the task is complete and return to Mira; interacting with her awards 45 gold and 5 XP. Once turned in, Mira tells the player about the Ancient Moss Titan and the quest changes to defeating it. The boss is a large purple moss-colored round creature with pale purple protrusions, a visible red HP strip above it, and the label "MOSS TITAN". It slowly chases the player within a large radius and damages on contact. Only display the large bottom-center boss health bar labeled "ANCIENT MOSS TITAN" after the Mira quest is turned in. The boss has 20 HP, is damaged by melee, Arc Blaster, and legendary attacks, and defeating it awards 100 gold, 12 XP, a Legendary/Eclipse Blade, a Mossfire Cannon/legendary gun, and 20 Energy Ammo. Update the quest text to indicate the boss is defeated and legendary loot is secured.

Interactions: E or the touch interact button should interact with nearby objects. At Mira, start/advance the quest. At the Moonvale General Store, open a centered shop modal. At the northeast chest, if unopened, award 20 gold, one Star Gem, one Red Potion, and XP; visibly change it to opened. At the Moon Shrine, after all slimes are defeated, restore the player to full HP. Otherwise display a short feedback toast such as "Nothing to interact with here".

Shop: Draw a rustic store building in the village and open a modal titled "Moonvale General Store" with a Close button. Include purchasable rows for Red Potion (restore 2 HP, 8 gold), Moonleaf Herb (restore 1 HP, 4 gold), Sharpen Sword (permanent +1 damage, 40 gold), and Arc Blaster (ranged weapon plus 12 ammo, 55 gold). Reject purchases when the player lacks gold and show feedback toasts. The shop modal should be pointer/touch accessible.

Inventory and items: Add an "🎒 Inventory (I)" button at upper-left and allow I to toggle a translucent inventory panel. Show occupied item counts and a 24-item capacity indicator. Include Moonleaf Herb, Red Potion, Star Gem, Arc Blaster, Eclipse Blade/legendary sword, Mossfire Cannon/legendary gun, and Energy Ammo. Inventory buttons should use potions to restore 2 HP and herbs to restore 1 HP, while weapon entries report that they are equipped. Include feedback toast notifications for pickups, purchases, attacks, quest updates, level-ups, and boss defeat.

HUD: Put a translucent rounded stats panel at upper-left with gold title "Moonvale", HP, Gold, and Level/XP. Put the current quest in a centered top panel. Put a top-right help panel reading approximately "Move: WASD / arrows", "Attack: Space / ⚔", and "Interact: E / ✦". Put the inventory button below the stats. Put the hotbar at bottom-center, with selected slot highlighted gold. Put touch controls along the bottom corners, while keeping the canvas behind them. Use responsive full-screen layout and support mouse/touch buttons as well as keyboard input.

Use simple canvas primitives rather than requiring elaborate external art: tiled greens, tan paths, trees, chest, shrine, shop, stylized circular characters/enemies, projectiles, health bars, and particle squares. Preserve the dark navy outer canvas fill and subtle forest background overlay visible behind the world/UI. The result should feel like a compact real-time exploratory RPG with village hub, quest chain, shop upgrades, inventory, ranged/melee combat, enemy drops, leveling, and a final boss encounter.

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