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Mythbound Tactics

  • 2d
  • pixel-art
  • turn-based
  • rpg
  • monster-battle
  • roguelite
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. zdixon321 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Mythbound Tactics yet. Play it, then tell zdixon321 what you would add next.

Make your own game

Mythbound Tactics was built by zdixon321 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 Tactics 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 Tactics

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 playable browser game titled “Mythbound Tactics,” a turn-based monster-battle RPG with a 2.5D orthographic arena and crisp 16-bit pixel-art presentation. Use a dark navy interface and background, gold pixel-style borders with purple shadow accents, monospace text, and a teal-blue battle ground scattered with subtle rectangular grass/tile marks. Render the arena with pixelated sprites: on the left is a small Sprout Knight hero with purple hair, peach face, green armor, blue side armor/arms, dark boots, and a pale sword; display a green flag marker beside the hero whenever a weapon is equipped. Enemies appear to the right in a grid of up to six floating, blocky monster sprites, using varied color palettes such as green, orange, blue, purple, cream, and dark violet. Monsters should gently bob, while attacks briefly flash the target and enemy attacks can shake the sprite layer.

Core loop: begin on Round 1 with 90 Coins, player HP 120/120, and an equipped uncommon Seed Saber. Spawn a random enemy match of 1–6 wild sprites; normal enemy count grows with rounds, and every third round is a boss battle with the first enemy marked as a stronger crowned boss. Each enemy has a name chosen from Mosscub, Emberimp, Shellzap, Moonmoth, Thornyak, Gloomfin, Sparkhare, Ironowl, Frostnewt, and Vinewyrm, a rarity, current/max HP, and damage. Rarities, from least to most rare, are common, uncommon, rare, epic, Ultra Epic, Legendary, MEGA LEGENDARY, Mythic, Holy, Unholy, and Divine, with rarity colors and stronger stats. Enemy cards are clickable/tappable targets; the selected card has a reddish highlight and shows name, rarity, and HP.

The fixed HUD must show a top status bar with Round, Coins, HP, and Weapon in rarity color. Put the enemy-card panel below it. At the bottom, show a panel with Attack, Use Potion, and Auto Target buttons plus a scrolling combat log. Attack the selected living enemy, calculate damage from the player’s base damage plus equipped weapon damage, with random variation and a chance of critical damage; then living enemies strike back (up to three attackers) after a short delay. Defeated enemies are crossed out and automatically select the next living target. Defeating the full team awards coins and XP and has a chance to drop a generated weapon. Potion restores about 42% of maximum HP during combat and consumes the turn; the interface may represent the usable potion action directly as the Use Potion button. If the player reaches zero HP, halve coins, restore the round to the last saved round, restore 75% HP, and start a new battle.

After victory, open a centered “Round Break: Market Camp” overlay. Heal the player by 35% of maximum HP, increment the round, and provide a Shop area and Your Bag area. The shop offers three generated rarity-based weapons and a Potion x2 offer; allow buying items with coins. The bag lists each weapon with rarity, damage, value, passive skills, and buttons for Equip, Sell, and ReSkill. Equipped items show a green flag symbol in the bag and the green flag sprite in the arena. Selling returns roughly 55% of item value. ReSkill costs 20% of current coins and rerolls passive skills, with possible skills including +2 Damage, +5 Damage, +12 Damage, +20 Max HP, +50 Max HP, +15% Critical, +35% Critical, and +75% Critical. Skills can increase damage, max HP, or critical chance. ReSkill can rarely unlock “Item Undying Spirit”; weapons with it change rarity and scale damage at the beginning of each new round. Include Save Point, which writes the current state to local storage, and Next Enemy Match, which starts the next battle.

Generated loot should use weapon bases such as Twig Wand, Copper Fang, River Saber, Star Pike, Bloom Staff, Hex Blade, and Sunlance, with names formed from rarity plus base name, rarity-dependent damage/value, and one to four skills. Display rarity colors consistently. Add keyboard controls: 1 for Attack, 2 for Potion, and number keys 4–9 to select enemy slots; mouse/touch buttons must work on desktop and mobile. Include the exact keyboard secret `WasThatTheBiteOf'87?!`: when typed, unlock and equip “The Freddy Chomper,” a special Unholy weapon with an average 70-damage effect and a boss one-shot effect. When it is used, flash/invert the screen briefly and play a sharp critical-hit sound; against bosses it instantly reduces them to zero HP. Keep gameplay infinite across rounds and preserve the compact, responsive mobile layout, using pixelated nearest-neighbor rendering and no smoothing.

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