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Shadebound

  • 2d
  • platformer
  • metroidvania
  • action
  • exploration
  • combat
  • souls
  • dark-fantasy
0
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. vefov85768 built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Shadebound was built by vefov85768 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 Shadebound 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 Shadebound

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.

Recreate “Shadebound” as a small 2D side-scrolling/metroidvania platformer rendered in an orthographic view with simple Three.js-style flat rectangular geometry. The game should feel like a moody silhouette prototype: nearly black/navy background, subtle radial darkness, two very faint parallax background planes, dark indigo platforms with a thin brighter blue-violet top edge, pale lavender player, translucent lavender doors and bench, pink enemies, dark burgundy hazards, and cyan soul/crystal effects. Use no detailed textures or character art; entities are clean glowing/translucent rectangles. Keep the camera centered on the player with smooth follow, a slight upward look offset, room-boundary clamping, and subtle parallax movement.

The objective is to explore four interconnected rooms, traverse platforms and spike hazards, fight patrolling crawlers, collect souls, and find the bench in Forgotten Gate to establish a checkpoint. Start in the room named “Forgotten Gate,” with the HUD showing the game title SHADEBOUND at top left, a Godly Essence/health row made of pale square pips, the current room name at top right, and a Souls counter. Beneath it show a translucent dark help panel listing: Move A/D, Jump W, Attack Arrow Keys (left/right/up/down), Spell Q, Focus (heal) hold S, Interact E, Reset R. Include the tip that the first click/key press enables audio, the player should find the bench to set a checkpoint, and resting opens inventory.

Player and movement: represent the player as a pale lavender rectangle about 0.9 units wide and 1.45 units tall with a smaller bluish accent stripe/mark. Support responsive horizontal acceleration, maximum horizontal speed around 7.6, reduced air control, gravity around -22, jump velocity around 9.4, coyote time, and jump buffering. A/D moves left/right and changes facing direction; W jumps. The player collides with solid rectangular platforms from all four sides. Keep invulnerability frames after damage and visibly blink/fade the player if desired. R immediately respawns at the current checkpoint and restores health.

Combat: pressing any arrow key creates a very short-lived, translucent pale slash hitbox in that direction with a brief attack lockout. Left/right slashes extend horizontally beside the player; up reaches above; down reaches below. Slashes damage enemies, apply knockback, and cause small player recoil. A downward strike while airborne can pogo off an enemy, giving an upward bounce, and can also pogo off spike hazards without taking spike damage, granting an upward boost and a short invulnerability window. Do not make downward strikes bounce off ordinary solid ground. Use sparse triangle/synth-like sound effects for jump, slash, hits, pogo, death, collection, doors, and bench interaction; audio starts after the first user interaction.

Godly Essence is health and also spell energy: begin with 9 maximum pips and 9 current pips (the HUD should render full and empty square pips). Contact with crawlers or spikes costs one pip and knocks the player upward/backward; on zero, play a death sound and respawn at the checkpoint with full health. Holding S while grounded channels Focus, freezes the player, and after about 0.9 seconds restores one essence pip; movement, jumping, attacking, releasing S, or damage cancels the channel. Casting cannot reduce the player below one pip. Q casts the currently equipped spell, with a short cooldown: Shade Bolt costs 1 essence and fires a fast forward cyan rectangular projectile that deals 2 damage; Void Nova costs 2 and creates a brief close-range pink translucent blast around the player for 3 damage; Abyss Rift costs 3 and creates a brief tall lavender vertical blast above the player for 4 damage. Projectiles disappear on solid collision, timeout, or enemy hit.

Enemies are simple pink translucent crawler rectangles, roughly 1.2 by 0.9, with 2 HP. They patrol along platforms at about 2.2 speed, reverse at walls and platform edges, blink/fade briefly when hit, and receive knockback. When defeated they fade out and award 5 souls before being removed. Show hit/death/collection feedback with minimal sound and opacity changes. Add a cyan rectangular crystal pickup in Quiet Nook; striking it with any slash makes it disappear and awards 25 souls.

World layout and rooms should be physically represented with rectangular solids, hazards, props, and door trigger rectangles. Use a room width of about 48 and height of about 22, with a large ground platform in each room and elevated stepping platforms:
- Forgotten Gate: start at the left around x=-18,y=-2. Ground from about x=-22 to 22 at y=-6.5; elevated platforms around (-9,-2.2,width 7), (4,0.2,width 8), (16,-1.8,width 7), and (21.5,2.8,width 2.5). Put a spike field around x=10,y=-5.2,width 6. Place the bench on the left near x=-16.5,y=-5.3. Place crawlers around x=-2 and x=17.5. Put a right-edge door leading to Hall of Dust.
- Hall of Dust: ground spanning about x=-24 to 24 at y=-6.5; platforms around (-18,-2.5,width 8), (-4,0.7,width 10), (10,-1.3,width 7), (18,2.1,width 8), and (22.5,-3,width 3.5). Add spike fields near x=-10 and x=1. Add three crawlers around the left platform, right middle platform, and upper-right platform. Doors at the left lead back to Forgotten Gate, at the right lead to Wellspring Ledge, and a smaller elevated/vertical door trigger around x=-5.2,y=1.6 leads to Quiet Nook.
- Wellspring Ledge: ground from about x=-24 to 24 at y=-6.5; rising platforms around (-16,-2.2,width 7), (-6,1.2,width 7), (4,4,width 8), (16,1.2,width 7), and (21.5,-2.2,width 2.5). Add a spike field near x=-1.5 and crawlers on the left, upper-right, and high center platforms. A left door returns to Hall of Dust.
- Quiet Nook: ground from about x=-12 to 12 at y=-6.5; a broad middle platform around (-6,-1.4,width 12), a small upper-right platform around (7.5,1.3,width 3.5), one crawler on the middle platform, and a cyan crystal near x=8.6,y=2.3. A low door trigger returns to Hall of Dust.

Doors are translucent dark-blue vertical rectangular triggers at room edges (or the special low/elevated trigger), and entering one immediately loads the target room and places the player at that room’s specified spawn point. Preserve souls and the checkpoint between room transitions. The checkpoint initially points to the bench area in Forgotten Gate. Interacting with the bench while nearby using E restores all essence, updates the checkpoint to that bench, displays a brief “Checkpoint set — Godly Essence restored” toast, and pauses the character in rest mode. Rest mode opens a dark translucent Inventory panel showing Souls, Godly Essence current/max, and three selectable spell chips: “1: Shade Bolt (-1),” “2: Void Nova (-2),” and “3: Abyss Rift (-3).” Select with number keys 1–3 or clickable chips while resting; leave with E or Escape. The bench should have a softly pulsing halo when it is the active checkpoint.

Add short translucent toast messages for actions such as insufficient essence, full essence, focus restored, room transitions, and leaving/resting. Keep the overall interface sparse, cool-toned, and readable against the nearly black background. The result should be a playable, compact exploration-combat platformer rather than a menu or demo.

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