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Arcade › New Horizons
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Evan Ashby built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about New Horizons yet. Play it, then tell Evan Ashby what you would add next.
New Horizons was built by Evan Ashby 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 New Horizons 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.
Create a browser-based, story-driven interactive fiction fan game titled “Warrior Cats: New Horizons.” Use a fixed, polished parchment-and-forest UI rather than a free-roaming world. The page should be centered against a dark charcoal-green background, inside a large rounded rectangular application panel with a thin dark border and deep shadow. Use a warm cream/tan parchment gradient for the main content, Georgia-style serif typography, dark brown ink, moss green accents, muted gold highlights, and red accents for combat. At the top, make a dark green header with the small uppercase subtitle “A STORY-DRIVEN FAN GAME,” the large title “Warrior Cats: New Horizons,” and a pill-shaped realm indicator on the right initially reading “Whispering Woods.” At the bottom, show a dark green footer reading “Choose an action to continue the story.” The main area is split into a wide scrollable story column and a narrow right-hand status panel. On small screens, stack the status panel above the story and make the combat buttons one column. The story is presented as sequential scenes. Each scene has an uppercase letter-spaced act/title line in moss green, a short narrative prose paragraph, then several bordered cream dialogue cards with a subtle tan gradient, dark brown 2px border, small shadow offset, rounded corners, and a gold star marker on the left edge. Each card shows a bold speaker name, italicized quoted dialogue, and a small right-aligned note saying “(Choose an action below to continue.)” After the dialogue, present large cream choice buttons with dark borders and labels such as “[Choice A]”, “[Choice B]”, and “[Choice C].” Buttons highlight toward tan and shift slightly right on hover/focus. Begin in Act I at the Whispering Woods boundary. The initial state is Pineclaw, realm Whispering Woods, 9 lives shown as “9/9 (Locked),” and 100% health. The opening scene’s title is “Act I — The Whispering Woods Boundary,” with prose about morning mist over damp moss, Pineclaw at a ravine, and a twig snapping over the boundary. Show this exact dialogue sequence: Pineclaw says “Show yourself. I can smell the stagnant marsh-water on your fur from here, intruder.” Ashpelt says “Always so tense, Pineclaw. Is that how a future leader welcomes an old acquaintance at the border?” Pineclaw says “You are a long way from the Shadowed Marsh, Ashpelt. Your patrol territory ends at the stepping stones. Why are you sneaking through the Whispering Woods?” Ashpelt says “The Marsh is shrinking. The two-legs are dumping their hard-water at the lower bank. We came for the squirrel nests in the hollow.” Offer three choices: attack Ashpelt immediately to defend the border (starts an ordinary battle), negotiate and warn the patrol back (goes to “Act I — The Boundary Holds”), or retreat to ForestClan Camp and gather a defensive patrol (goes to “Act I — A Dangerous Retreat”). Implement the branching scene graph and text content as follows. The negotiate scene has Ashpelt’s ears flattening and hidden MarshClan warriors shifting behind him. Pineclaw says “The hollow belongs to ForestClan. Take one more step and this warning becomes a challenge.” Ashpelt says “You sound like a leader already. But leaders must know when a border is worth blood—and when it is not.” Choices: stand your ground and force Ashpelt to withdraw (battle), or offer a temporary hunting truce (go to truce). The retreat scene has Pineclaw backing through ferns, saying “ForestClan will hear of this. You will not claim our hollow while I still draw breath.” Ashpelt says “Run to your Clan, Pineclaw. Tell them the marsh is coming.” Choices: return with a patrol and confront Ashpelt (battle), or report everything to Sunstar first (go to camp). The truce scene is “Act II — An Uneasy Truce”: Ashpelt steps back and offers “One moonrise. No more. Then the hollow is ours—or we settle this with claws.” Pineclaw replies “ForestClan does not forget a threat.” Choices return to camp and warn Sunstar (camp), or follow Ashpelt into the marsh to learn the truth (marsh). The camp scene is “Act II — The Last Life,” where Sunstar is ill. Redtail says “Pineclaw, Sunstar has worsened. He may not see another sunrise.” Sunstar says “If StarClan calls me, you must go to Moonpool Sanctuary. The Clan will need a leader.” Choices promise to protect ForestClan (moonpool), or ask what Sunstar knows about the marsh (marsh). The marsh scene is “Act II — Shadowed Marsh,” with black water, reeds, two-leg waste, and Ashpelt beside a fallen willow. Ashpelt explains “Now you see why we crossed the line. The marsh is dying. ForestClan’s high ground may be the only safe hunting place left.” Pineclaw says “Then we solve this without driving both Clans into starvation.” Choices bring Clan leaders together (camp), or accuse Ashpelt of using the crisis to seize land (battle). The moonpool scene is “Act III — The Journey to Moonpool,” describing Sunstar dying peacefully and Pineclaw reaching Moonpool Sanctuary. Pineclaw says “I have given my eye, my youth, and my blood to protect the forest. Spirits of the ancestors, I am ready.” The StarClan Speaker says “With this ninth life, we give you supreme resilience. Use it well to guide your Clan through the darkness that wakes in the marsh. Hail, Pinestar!” The only choice accepts the nine lives and returns to ForestClan, changing the character name to Pinestar and unlocking the lives display from “(Locked)” before showing the leader scene. The leader scene is “Act IV — The Shadow Over ForestClan”: Redtail reports “Pinestar! An alliance of MarshClan warriors attacked the nursery. They have blockaded the Whispering Woods path!” Pinestar orders “Let all cats old enough to catch their own prey gather beneath the Highrock. ForestClan will not be hunted in its own home.” Both choices—lead the vanguard toward the ancient oak, or send Brambleclaw to negotiate while defending camp—lead to the ambush scene. The ambush scene is “Act V — Ambush at the Ancient Oak,” where MarshClan warriors surge from thickets and Ashpelt taunts “Look at you, Pinestar! Wearing a new name like it can hide the fact that you’re half-blind and broken.” Pinestar answers “Come and find out, Ashpelt. StarClan gave me these lives to defend my people.” Both choices—face Ashpelt in single combat or call Brambleclaw to coordinate the patrol—start the final battle. Implement battles as a simple turn-based action panel embedded in the story column. Starting a normal battle shows “Act II — Blood on the Moss,” the prose “Ashpelt lunges across the scent-line. The turn-based battle begins.” Starting the final battle shows “Act VI — Ambush at the Ancient Oak.” Display a red-bordered pale pink combat box with a turn label, “Pineclaw vs Ashpelt,” player and enemy health percentages, and horizontal health bars initially at 100%. Provide four buttons: “1. Front Paw Strike,” “2. Belly Rake,” “3. Leap-and-Hold,” and “4. Dodge/Counter.” On each click, reduce Ashpelt’s health by respectively 24, 20, 28, or 14 points, and reduce Pineclaw’s health by 14 points for every move except Dodge/Counter, which reduces it by 8. Clamp health at zero, update the percentages and bars immediately, and append a combat log sentence: strike means Pineclaw cracks Ashpelt across the muzzle; rake means he tears across Ashpelt’s belly; hold means he drives Ashpelt into the moss; dodge means he slips aside and counters; then Ashpelt answers with a desperate swipe. The normal battle starts with turn 1; the final battle starts with turn 2. If either health reaches zero, resolve the battle shortly afterward. A normal victory offers a Continue button returning to ForestClan Camp. A final victory shows “Act VII — The Cost of Victory,” says Ashpelt collapses, the remaining MarshClan warriors scatter into fog, ForestClan holds the boundary but the marsh is still dying, then displays Ashpelt’s line “This isn’t over, Pinestar. The marsh will always rise.” and Pinestar’s line “Get off our land. If I see your spotted pelt here again, I will not leave you with just a warning.” Add a “Play Again” button that resets Pineclaw, locked 9 lives, full health, and the intro scene. The right-hand status panel should be dark forest green with rounded corners and a thin darker border. At its top show a stylized abstract portrait made only with CSS gradients: a dark brown/black diagonal background, a brown central field, a small tan circular eye/detail, and a gold star-shaped marking. Under it show “FORESTCLAN STATUS,” then rows for Name, Realm, Lives, and Health. When Ashpelt has taken damage, also show an Ashpelt health row. At the bottom show the character description: “Pineclaw: brown and dark brown fur, star-shaped marking, blind eye with three scars, muzzle scar, and back scar.” The initial realm is Whispering Woods; use Shadowed Marsh for the marsh scene, Moonpool Sanctuary for the moonpool scene, and ForestClan Camp for camp/leader scenes. Keep the story scrollable and update the status panel after scene changes, name changes, and battle damage. Do not add movement, inventory, procedural maps, audio, or features not described here.