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Pocket Beasts

  • 2d
  • top-down
  • exploration
  • creature-collecting
  • casual
  • browser
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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. Stephanie K built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pocket Beasts yet. Play it, then tell Stephanie K what you would add next.

Make your own game

Pocket Beasts was built by Stephanie K 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 Pocket Beasts 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 Pocket Beasts

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 game titled “Pocket Beasts,” a friendly 2D top-down meadow exploration and creature-befriending game. Use a full-screen responsive HTML canvas with a fixed camera (the meadow and creatures are positioned in normalized screen coordinates; there is no scrolling camera). Make it playable with keyboard WASD and arrow keys, plus four on-screen directional buttons arranged as up, left, down, right in the lower-right corner; buttons should support pointer/touch hold movement.

Visual style: cheerful, simple, polished vector/cartoon graphics with thick dark navy outlines and rounded cream UI panels. The background should have a light blue sky across roughly the upper fifth of the screen, transitioning visually into a bright green meadow below. Scatter about 18 pale green circular patches/tufts across the meadow. Put a large tan oval clearing in the center-lower meadow. Draw all creatures as original, compact round beasts: an oval colored body, a contrasting oval muzzle/belly, two triangular pointed ears, two tiny dark eyes, and a soft dark oval shadow beneath. The player is a small pink/lilac beast with a white muzzle and the label “YOU” below it. The three wild beasts should be visible in the meadow before being found: Spriggle at approximately 25% screen width and 30% height, green with a yellow-orange muzzle and subtle tall-grass strokes around it; Bubblit at 72% width and 36% height, blue with a very pale muzzle and grass; Embercub at 66% width and 70% height, coral/red-orange with a yellow muzzle and grass. Keep the player initially around 50% width and 58% height, clamped to approximately 8–92% horizontal and 22–90% vertical bounds.

Start state: show a centered start overlay covering the screen with a sky-to-cream gradient. Its rounded cream card has the large pink “Pocket Beasts” title with a navy shadow, explanatory text (“Explore a tiny meadow, meet original wild creatures, and befriend them one at a time.”), and a yellow “Start exploring” button. Hide the overlay after clicking the button and show the exploration scene. The bottom center should contain a cream/navy bordered message panel initially saying “Explore the meadow. Move with WASD, arrows, or the buttons.” After starting, say “Explore the meadow. Find the three wild beasts!” Also show a small cream hint at lower-left reading “Find a wild beast in the tall grass.”

HUD: use a top cream rounded panel with navy border and shadow, the title “Pocket Beasts” on the left, and two light-blue statistic pills on the right: “✨ 0/3” for befriended beasts and “🌱 0” for movement steps. Increment the first when a beast is successfully tamed. Increment movement steps continuously while moving (the source displays the numeric value derived from movement time, so it need not be literal tile steps). Keep the HUD readable and responsive on both desktop and mobile.

Exploration: movement is continuous, with normalized diagonal movement so diagonal speed is not faster. Do not move while a battle dialog is active. When the player comes within a normalized distance of about 0.1 of the nearest unfound beast, immediately open a battle panel. Found beasts disappear from the meadow. There are exactly three beasts to discover; no invented additional creatures, map areas, inventory, attacks, or enemies.

Battle interaction: show a centered cream rounded modal titled “Wild [name]”. Include two horizontal bordered health bars: “Wild” with an orange/coral fill and the creature’s current HP, and “You” with a green fill starting at 100. Include a log area and a 2-by-2 grid of large buttons: “🫧 Tame,” “⚡ Spark,” “🍎 Snack,” and “🏃 Run.” Each beast starts with its defined maximum/current HP: Spriggle 70, Bubblit 90, Embercub 80. On Tame, successfully befriend with 45% probability, or always succeed if the beast has been weakened below 35 HP; on success mark it found, increment the caught count, close the battle, and message “[name] joined your team! Keep exploring for more.” On failure reduce the beast HP by 10, reduce player HP by 8, and log “[name] wiggles free! Try weakening it first.” Spark reduces the wild beast’s HP by 25 (not below zero), reduces player HP by 10, and logs “Your Spark hit for 25!” Snack restores 22 player HP up to 100 and logs “Crunch! You recovered 22 energy.” Run immediately closes the battle and logs/messages “You slipped away. The meadow is still full of surprises.” Update both bars after every action. If player HP reaches zero, close the battle and show “Your buddy needs a rest. Run back into the meadow when ready.” The battle begins with a message equivalent to “Choose an action. Every beast has a different trick!” Preserve weakened wild-beast HP if the player runs away, and allow the player to encounter remaining unfound beasts while exploring.

Use crisp canvas rendering with a device-pixel-ratio-aware resize so the game fills the viewport. Keep the UI touch-friendly, rounded, high-contrast, and playful. Do not add combat animations, scrolling, sound, save systems, shops, quests, or features not described above.

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