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Rune Hollow

  • 2d
  • pixel-art
  • rpg
  • adventure
  • turn-based
  • bullet-hell
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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. henry.hibbsu3 built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Rune Hollow was built by henry.hibbsu3 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 Rune Hollow 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 Rune Hollow

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 single-screen, browser-playable 2D pixel-art dark-fantasy RPG slice called “RUNE HOLLOW,” rendered on a logical 960x540 canvas with pixelated/no image smoothing and scaled responsively to fill the viewport while preserving aspect ratio. Use a very dark navy/black palette, chunky geometric pixel art, monospace bold text, pale lavender outlines, and warm gold accent text. The title screen should have a nearly black star-speckled background, with a centered dark navy panel outlined in pale white/lavender and a small offset black shadow. Show the large gold title “RUNE HOLLOW,” explanatory text that this is a tiny original RPG slice inspired by dramatic pixel adventures, movement instructions “Move with WASD / arrows. Touch the shadow creature to begin a battle,” and a BEGIN button. Also show a small unobtrusive bottom hint area during play, plus touch directional controls on coarse-pointer/mobile devices.

After BEGIN, enter top-down exploration. The player is a simple blocky adventurer: a pale gold rectangular body/head-like shape with tiny light eyes and a dark lower/shadow block. Start the player around x=180,y=360. Movement uses WASD or arrow keys (and on-screen up/left/down/right buttons on touch devices), with approximately 190 pixels/second speed, clamped vertically within the room. The world consists of five connected rooms navigated by walking through the left/right screen edges: THE HOLLOW, THE ROOTS, THE CLOCKWORK GATE, THE MIRROR GALLERY, and THE BOSS CHAMBER. Room transitions wrap through the room list, place the player near the entering edge, and update the hint with the room name. Each room is a simple colored chamber with a dark sky/background, a large inset floor rectangle from roughly x=40,y=70 to x=920,y=500, scattered small blocky floor/wall markings, and a central vertical gold architectural strip/door motif. Display the current room name near the upper left and labels at the bottom edges indicating the adjacent room destinations. Use these exact room color moods: Hollow sky #11162a/floor #18233a; Roots #101b1c/#173238; Clockwork Gate #1a1220/#30203b; Mirror Gallery #151525/#252344; Boss Chamber #210f1d/#43203a.

Place one simple circular shadow creature in each of four rooms, drawn as a solid colored circle with two pale square eyes and a small lower rectangular appendage. THE HOLLOW contains a purple MOTHWISP at about (700,280), radius 26, 30 HP. THE ROOTS contains a green THORNLING at about (690,300), radius 25, 34 HP. THE CLOCKWORK GATE contains an orange-red BELLBEAST at about (700,280), radius 30, 42 HP. THE MIRROR GALLERY has no enemy. THE BOSS CHAMBER contains a larger pink/magenta ECLIPSE DRAKE at about (700,270), radius 38, 90 HP. Walking within about 58 pixels of the active creature begins that creature’s encounter. Defeated enemies remain inactive, so exploration can continue through cleared rooms.

On contact, switch to dialogue before battle. Show a dark dialogue box across the lower portion of the exploration scene, outlined in pale lavender, with the creature’s short line and a gold triangular continuation marker; press Enter or Space to advance through the creature’s two introductory lines. Use these exact dialogue lines: Mothwisp: “A Mothwisp drifts from the dark...” and “It hums a lonely little chord.”; Thornling: “A Thornling blocks the passage.” and “Its leaves bristle at your approach.”; Bellbeast: “The Bellbeast rings without moving.” and “The sound shakes the dust from the ceiling.”; Eclipse Drake: “The Eclipse Drake descends from the ceiling.” and “Its wings blot out every star in the chamber.” After the last line, show the battle interface.

Battle is a turn-based menu encounter on a nearly black background. At the top left show the enemy name and “HP current/max”; at top right show “YOU current/24.” Draw the enemy as its colored circle with pale square eyes near the top center. At the bottom, show a wide outlined menu with three horizontally arranged choices: FIGHT, ACT, SPARE. Keyboard navigation uses left/right or A/D and Enter/Space selects. Highlight the selected option in warm gold with a preceding arrow marker; unselected options are white.

FIGHT opens a timing minigame: display a wide outlined horizontal panel with a dark track, a centered gold target zone, and a red vertical marker oscillating quickly from left to right and back. Start the marker at the left and let the player press Enter/Space to stop it. Evaluate distance from center: damage is approximately 5 to 22, with near-center hits called “A perfect strike!”, middle hits “A solid strike.” and weak hits “A weak strike...”. Then begin the enemy attack unless the enemy has reached zero HP.

ACT opens a second horizontal menu with three visible choices at a time selected from the five actions CHECK, COMPLIMENT, LISTEN, TAUNT, HUM; support left/right navigation and Escape/Backspace to return to the main menu. CHECK reports the enemy’s max HP and current mercy out of 2. COMPLIMENT, LISTEN, and HUM each increase that enemy’s mercy up to 2 and show a creature-specific or gentle reaction. TAUNT deals 4 damage, never below zero, and shows a reaction. Use these Bellbeast reactions where available: “Its silent bell answers your inspection.”, “The bellbeat softens when you compliment it.”, and “You listen between the chimes.” Use these Eclipse Drake reactions: “The Drake measures your courage.”, “Its shadow pauses when praised.”, and “A tiny lost hatchling cry echoes inside the roar.” Spare succeeds when mercy is at least 2 or enemy HP is 12 or less; otherwise show “It is not ready to leave.” and begin an enemy turn.

Enemy turns are short bullet-survival attacks. Show an outlined rectangular arena centered in the lower-middle of the battle screen, with a small red square heart/player marker controlled by WASD/arrows, constrained inside the arena. Spawn pale-gold circular bullets in one of three deterministic patterns based on turn and room: radial bullets moving inward/outward around the center, alternating vertical streams across the arena, or bullets entering from alternating left/right sides with slight vertical drift. Use 5 or 6 bullets for the radial pattern, 8 for the stream pattern, and 7 for the side pattern. The normal attack lasts 5 seconds; the Eclipse Drake’s lasts 6 seconds. Each collision costs 2 HP, causes a brief screen shake, and removed bullets should not continue damaging. Display the remaining attack time in seconds. At the end, clear bullets, return the heart to center, and restore the player’s turn. If the player reaches zero battle HP, show a defeat panel reading “YOU FELL,” “The enemy waits patiently.” and “Press ENTER”; Enter/Space returns to the room and resets player HP to 24. If the enemy reaches zero HP or is spared, mark it defeated, preserve at least 1 player HP, and show a victory panel reading “VICTORY,” “The room opens beyond the defeated foe.” and “Press ENTER”; Enter/Space returns to exploration.

Keep all presentation restrained and faithful to the visible implementation: no inventory, quests, dialogue portraits, audio, equipment, experience, or extra combat systems. The intended feel is a compact Undertale-like menu/bullet encounter presented as stark, original pixel geometry rather than detailed illustrated sprites.

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