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Mythbound Quest

  • 2d
  • pixel-art
  • action-adventure
  • top-down
  • mythology
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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. flynn.brogan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Mythbound Quest yet. Play it, then tell flynn.brogan what you would add next.

Make your own game

Mythbound Quest was built by flynn.brogan 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 Mythbound Quest 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 Mythbound Quest

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 game titled “Mythbound Quest” as a full-screen HTML canvas pixel-art action adventure. Use a dark navy/purple background and a top-down/near top-down tile world rendered in a deliberately pixelated style with crisp, non-antialiased shapes. The camera follows the player over a larger map (45 columns by 22 rows, 32px tiles), clamped to the world edges. The map is mainly green grass tiles with tiny grass marks, occasional simple trees made from dark-green square foliage and brown trunks, and blue water strips with light-blue wave marks. Add broad route landmarks: a gold horizontal museum/courtyard road around row 5, a brown vertical road around column 2, a purple museum area around columns 10–18 near row 4 labeled “MUSEUM,” and a dark-purple camp area around columns 24–37 near row 15 labeled “CAMP.” Draw the map behind the HUD and include the small canvas captions “HERO: [active hero]” and “Pixel route · Museum → Camp → Underworld.”

The controllable avatar is a small simple pixel hero centered in the camera: a colored square body, peach face, dark hair/hat pixels, white eyes, and a dark shadow beneath. Start the player at world position approximately (8,10), with movement speed 3.2 world units per second. Move with WASD or arrow keys; normalize diagonal movement and constrain the player inside the map. There are three selectable heroes, changed with number keys 1/2/3 or the on-screen Swap button: Percy (display label “Pelagos,” blue color, max health 120, special “Tide Wave”), Grover (“Bramble,” green, max health 95, “Wildheart Heal”), and Annabeth (“Aster,” gold, max health 90, “Wise Strike”). Health starts at 100 and is shared when swapping. Show the active hero label in the canvas and inventory.

Place three purple mythic monsters at approximately (14,9), (20,14), and (32,7). Render each as a blocky purple body with two small pale-yellow eyes and a dark lower detail. They have 40, 40, and 52 HP respectively, do not chase the player, but continuously damage the player by 8 HP per second while within 1.5 world units. The player attacks with Space, with a 0.35-second attack cooldown; attacks hit every living monster within 2.4 units and deal 22 damage with the Bronze blade. Flash hit monsters white briefly. On a kill, mark the monster dead, award 5 drachmas, spawn a gold circular coin at its position, and show a toast “+5 drachmas.” Walking within 0.8 units collects a coin and awards 3 additional drachmas with a “+3 drachmas collected” toast. If no monster is in attack range, show “Your mythic strike misses.”

Add the K special ability with a 2.2-second cooldown and an energy cost of 35. Energy starts at 100 and regenerates at 6 per second, capped at 100. Grover’s special restores 18 health up to his max and says “Wildheart restores 18 HP.” Percy’s special damages every living monster within 4 units for 40 and says “Tide Wave crashes across the path!” Annabeth’s special damages nearby monsters for 30 and says “Wise Strike hits nearby foes!” Special kills must use the same dead/coin/5-drachma behavior. If energy is insufficient or the ability is cooling down, do nothing.

Add interaction with E or the Talk button. The message depends on player Y position: above y=5, “Oracle clue: the stolen spark was carried toward Camp Emberfall.”; between y=5 and y=12, “A camp guide whispers: Athena, Hermes, and Ares each left a clue.”; otherwise, “The underworld gate waits beyond the southern road.” Display these messages as temporary centered toast panels. Start with the toast “A pixel mythic journey begins.”

Implement chapter progression based on position and enemy state: start at Chapter 1 · The Stolen Spark with objective “Defeat the monsters in the museum courtyard.” When the player moves below y=11, advance to Chapter 2 · Camp Emberfall with objective “Walk through Camp Emberfall.” When below y=17, advance to Chapter 3 · The Underworld Gate with objective “Reach the underworld gate.” Once all three monsters are dead, advance to Chapter 4 · The Last Oath with objective “The gods have noticed your quest.” Display chapter and objective in the HUD.

Use a fixed responsive HUD over the canvas. At the upper left, show a rounded dark translucent purple panel with a gold border, the gold uppercase title “MYTHBOUND QUEST,” the current chapter, and objective. Beside it show another matching panel with drachmas (gold dot and number), health (pink heart and number), and energy (blue sparkle and number). At the bottom left show a compact control legend: WASD move, SPACE attack, E talk, K special, 1/2/3 swap, I bag, with keyboard-key capsules. At bottom right provide large touch-friendly buttons: green “Swap,” gold “Inventory,” and blue “Talk.” Buttons should have rounded corners, bold white text, dark drop shadows, and pressed movement feedback.

The Inventory button or I key toggles a right-side “Quest Inventory” panel. It should show “A pixel-style party bag,” then cards for Active Hero, Health as current/max, Ambrosia count, Weapon (“Bronze blade”), God Favor (“Olympian clues”), and Gold/drachmas. Start with 0 ambrosia and no usable potion benefit unless the creator includes the exact existing interaction: if ambrosia is available and health is below max, the Use button consumes one and restores 25 health; otherwise show “Health is already full.” or “No ambrosia in your bag.” Keep the visual style consistent: dark plum panels, gold title text, purple card borders, cream text, and responsive layout that hides the legend on narrow mobile screens. Use crisp pixel-like canvas rendering while keeping HUD text readable and responsive across screen sizes. Do not add unshown systems such as shops, dialogue trees, enemy AI, or extra chapters beyond the four HUD states described.

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