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Project Aberrant

  • 2d
  • pixel-art
  • platformer
  • action
  • side-scroller
  • sci-fi
  • escape
  • mutation
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. Modzy built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Project Aberrant yet. Play it, then tell Modzy what you would add next.

Make your own game

Project Aberrant was built by Modzy 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 Project Aberrant 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 Project Aberrant

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-playable 2D side-scrolling pixel-art action platformer titled “PROJECT: ABERRANT,” subtitle “SUBJECT R-13 // CONTAINMENT FAILURE.” Use a fixed logical resolution of 960x540 scaled responsively to the browser, with crisp pixel rendering, a very dark navy-black background, monospaced UI typography, muted blue-gray panels, red accents, acid green objective highlights, and magenta/purple mutation accents. The camera follows the player horizontally through a long 4200-unit facility and clamps at the world edges.

Start on a centered dark menu panel with a thin gray border and shadow. Show the large red, letter-spaced title with a black offset shadow, the subtitle, a full-width red “NEW RUN” button, smaller “CONTINUE” and “SETTINGS” buttons, “CONTROL MODE: PC + MOBILE,” and the instruction text: “WASD / ARROWS move · SPACE jump · E interact · LMB attack · TAB mutation screen” followed by “Consume researchers. Find terminals. Stack mutations. Reach the surface.” Continue can simply start a new run, while Settings displays a toast saying settings are locked in the prototype slice. On starting, hide the menu and show gameplay HUD.

The gameplay is a horizontal containment-lab escape. Draw alternating 420-wide rooms from x=0 through x=4200, with alternating dark blue-gray wall colors, horizontal structural lines, tiled dark flooring from y=400 to y=500, occasional overhead pipe/industrial strips, and red/yellow warning segments. The player begins near x=120 on the floor at y=400. The player is a small crude pixel figure labeled “R-13” in acid green above them: a red torso/head silhouette with a nearly black face/upper body area and blue lower legs. Include a dark floor shadow. Movement is left/right with A/D or arrow keys and mobile LEFT/RIGHT buttons; acceleration and friction should feel responsive, with a normal maximum horizontal speed around 175. Allow jumping with Space, W, Up Arrow, or mobile JUMP, with gravity and a normal jump velocity around -340. Clamp the player inside the level.

The main goal is to traverse the facility, fight or evade enemies, use evolution terminals, and reach the green-lit exit at x≈3940 marked “SURFACE.” When the player gets close enough to the exit, show a dark overlay and “SURFACE REACHED” plus “Press NEW RUN to breach again.” If HP reaches zero, show “RUN TERMINATED” with the same restart message.

Place 16 enemies along the route, roughly every 240 units starting around x=300. They are simple pixel sprites with shadows. Most are pale researchers: pale body, peach head, a red accent, and they retreat from the player when detected. Every fifth enemy is a dark blue security guard with a pale helmet/head and a horizontal weapon/arm extension; guards approach the player and deal 10 HP on contact, with a brief invulnerability period afterward. Researchers and guards become alerted when the player is nearby, with a red exclamation mark above alerted enemies. Researchers have 18 HP and guards 45 HP. The player starts with 100/100 HP. Use a close-range attack triggered by the attack key mapping and mobile ATTACK button; enforce an attack cooldown around 0.42 seconds. A basic hit reaches about 48 units in the facing direction and deals 20 damage. Defeated researchers should produce a toast “RESEARCHER CONSUMED,” guards “GUARD DESTROYED,” and small red pixel particles/gore. Maintain a chaos/containment counter that increases when enemies die and display a HUD status like “CONTAINMENT 0 · MUTATIONS 0,” capped visually at containment 4.

Place three purple/pink evolution terminals around x=740, x=1740, and x=2860. Each is a small industrial console with a base, a raised glowing display, and a floating “EVOLVE” label while unused; after use it becomes blue-gray and says “OFFLINE.” When the player is within about 85 units, pressing Tab or the mobile MUTATE button opens a paused modal called “SYNAPTIC EVOLUTION STATION,” with the subtitle “Choose one mutation. Your body will change immediately.” Offer three randomly selected choices from mutations not yet acquired. The player chooses one and the terminal is consumed. Show the acquired mutation in a toast.

Implement these seven mutations and their visible/gameplay effects exactly: TENDRIL (“Reach + pull enemies. Black tendrils coil from your back.”) increases attack reach to about 78 and gives a small forward pull/boost when an attack hits; BARBS (“Bleed damage. Spikes grow along tendrils and shoulders.”) increases attack damage to 28 and emits red hit particles, while drawing cream spikes on the body; FLESH (“Maximum HP +40. Your frame becomes larger.”) immediately adds 40 maximum and current HP and scales the player sprite up; LEAPER (“Jump height and movement speed increase.”) raises max speed to about 220 and jump velocity to about -420; CARAPACE (“Damage resistance. Armoured plates cover your torso.”) visibly adds gray armor plates (the prototype may show the plates even though the basic damage logic does not otherwise apply resistance); EYE CLUSTERS (“Detection radius expands. Eyes watch from your body.”) increases enemy detection range from about 185 to 270 and draws three cyan eye pixels on the player; ARMS (“Attack cooldown drops. Claw arms become oversized.”) lowers attack cooldown to about 0.22 and draws large red claw arms. TENDRIL should draw black horizontal tendrils coiling from both sides of the back, and BARBS should draw cream spikes around the shoulders/tendrils.

The HUD should be an unobtrusive top overlay. At top left show a dark readout labeled “SUBJECT R-13,” current/max HP, and a red health bar. At top right show containment and mutation count. Show temporary centered top toast messages for breach instructions, terminal proximity failures, mutation acquisition, security impacts, and escape/death outcomes. Pause gameplay while the mutation selection modal is open. Include mobile controls for coarse pointers: circular LEFT and RIGHT buttons at bottom-left, ATTACK and JUMP at bottom-right, and a purple MUTATE button above them. Buttons have dark translucent fills, light borders, and pixel/monospace labels; ATTACK is red-toned and MUTATE is purple-toned. Support both desktop keyboard and these touch-and-hold controls. Keep the overall look deliberately minimal, grim, industrial, and pixelated, with no decorative features beyond the described lab geometry, sprites, UI, particles, and mutation body changes.

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