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Mossvale

  • 2d
  • pixel-art
  • top-down
  • action-rpg
  • exploration
  • mobile
  • quest
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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. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Mossvale yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Mossvale was built by Oleg Sidorkin 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 Mossvale 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 Mossvale

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 mobile-friendly top-down 2D pixel-art action RPG titled “Mossvale,” set in the Willow Woods. Use a centered, narrow game layout capped around 460px wide with a dark forest-green interface: a header at the top, a scrolling canvas playfield in the middle, and touch controls at the bottom. The game should also work with keyboard controls.

World and camera: Build a connected tile-based overworld approximately 36 columns by 52 rows, with 32px tiles and a camera that follows the player while clamping to the world edges. The visible map is divided into six named regions: Willow Clearing in the northwest, North Trail in the northeast, Old Mill in the west-middle, Moon Shrine in the east-middle, Briar Cave in the southwest, and Glass Marsh in the southeast. Each area should have its own muted green/blue-green ground color, while broad cross-shaped stone/dirt paths run through the map in desaturated olive/tan colors. Add impassable outer borders, scattered wall/tree obstacles, several rectangular structures or ruined enclosures, and blue-green water pools with horizontal light ripples. The player cannot walk through walls, trees, structures, or water. The camera should show a soft pixel-art wilderness with minimal tile variation and small decorative marks/vegetation.

Player: Place the small blocky adventurer initially in Willow Clearing, wearing a muted teal outfit, green cap, tan face and arms, dark boots, and carrying a pale short sword at the side. Render a small oval ground shadow beneath characters. Support eight-direction movement at a steady speed using WASD or arrow keys, plus an on-screen directional pad with up/down/left/right buttons. Animate the player’s legs subtly while moving. Track facing direction for movement and attack effects.

Story and NPCs: Add three blocky villagers with floating dark nameplates and a small “•••” speech indicator: Mira in Willow Clearing, Orin near the Old Mill, and Ves in the Glass Marsh. The player can talk when within roughly 70 pixels using the Talk button or E key. Implement this exact five-step quest progression in the HUD: “Find Mira in Willow Clearing”; after speaking with Mira, “Speak with Orin at the Old Mill”; after speaking with Orin, “Recover the moon crystal at the Moon Shrine”; after defeating the shrine guardian, “Return the crystal to Mira”; after returning the crystal to Mira, “The moon road is open — explore Mossvale.” Mira’s dialogue starts the quest and directs the player to Orin; Orin explains that the shrine guardian must be defeated and the crystal collected; Mira rewards the completed return with one potion and 12 XP; Ves provides different flavor dialogue before and after the quest is complete. Show dialogue in a modal panel with the current region, villager label, name, text, and Continue button.

Collectibles: Place two health potions, two moon crystals, and two gold coins around the overworld. Specifically include items in the clearing/north trail, Old Mill, Moon Shrine vicinity, Briar Cave, and Glass Marsh as appropriate. Items gently bob above a small shadow. The player automatically collects an item when walking within about 22 pixels, updates inventory, and shows a toast message. The moon crystal is the quest relic; collecting it during the shrine step should say “Moon crystal recovered · return to Mira.”

Combat: Include four enemies: three green animated slimes (trail slime, mill slime, cave slime) and one larger/purple-toned shrine guardian near the Moon Shrine. Each has a visible dark outline/face and a thin overhead HP bar with a peach-colored fill. Enemies detect and slowly chase the player within about 180 pixels, damage the player on contact, and pause their attack briefly after hitting. The player attacks with the Attack button or Space, with a short cooldown of about 0.38 seconds; attacks damage every enemy within about 58 pixels, briefly show a pale sword-sweep arc in front of the player, and knock hit enemies backward. Use base attack damage 12 plus 4 per level above level 1 plus the equipped weapon bonus. Green slimes have 36 or 48 HP and award 12 XP when defeated; the shrine guardian has 60 HP and awards 24 XP. Defeating the guardian during quest step 2 advances the quest to the crystal-return step. Enemy contact normally deals 10 damage reduced by armor, with at least 1 damage.

Progression and inventory: Start at level 1 with 70/100 HP, 0 XP toward 12 XP, one potion, zero crystals and coins, an Iron sword, and Leather armour, with both starter gear equipped. Show HP and XP bars in the header, plus level, equipped weapon/armor, and current quest. Level up whenever XP reaches the required amount (required XP is level × 12); subtract the requirement, increase level, increase maximum HP by 20, and restore HP to full. The Iron sword grants +6 attack damage; Leather armour blocks 4 incoming damage. Include an Inventory modal opened by the Inventory button or I key, listing gear, equip/unequip controls, potion use, moon crystals, and coins. A potion restores 35 HP and is consumed, and cannot be used at full health. Display the computed attack and armor values.

Defeat and persistence: At zero HP, open a defeat modal titled “The woods went quiet” with options to “Rest & return” to restore full HP and return to the clearing, or “Load save.” Provide Save and Load buttons. Save all relevant story and world state—including HP, level, XP, inventory, equipment, player position/facing, item collection states, and enemy HP—into browser local storage; Load restores it. Show toast notifications for collecting, combat rewards, level-ups, save/load, and potion use.

Interface and visual style: Use a subdued woodland palette—deep blue-green panels and borders, moss greens, olive/tan paths, muted teal water, pale cream text, gold quest accents, pink-red HP fill, and light green XP fill. Use crisp nearest-neighbor pixel rendering with simple rectangles, ellipses, and polygons rather than detailed sprites. The header should read “THE WILLOW WOODS” above the serif title “Mossvale,” with a gold LV badge. Put a region label such as “✦ WILLOW CLEARING” over the upper-left of the canvas, a centered contextual hint along the bottom of the playfield, and temporary toast messages near the top. The hint should say to explore/collect/follow the story normally, identify a nearby villager, or warn when an enemy is nearby. Bottom controls should include a four-way D-pad, large Attack and Talk buttons, an Inventory button, Save and Load buttons, and a small legend: “WASD / Arrows · Space attack · E talk · I inventory.” Use modal overlays that pause gameplay and darken the scene.

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