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Shadowbound

  • 2d
  • turn-based
  • dark-fantasy
  • bullet-dodge
  • arcade
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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.

Discussion

Nobody has said anything about Shadowbound yet. Play it, then tell henry.hibbsu3 what you would add next.

Make your own game

Shadowbound 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 Shadowbound 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 Shadowbound

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 “Shadowbound,” a tiny turn-based dark-fantasy battle rendered in a responsive 2D canvas. Use a nearly black navy/purple radial-gradient backdrop, scattered small pale lavender stars, Georgia-style serif typography, and a restrained pixel-art/flat-shape aesthetic with lavender, cream, gold, and pink accents.

Start on a full-screen title overlay with the large spaced title “SHADOWBOUND,” a subtle purple offset/shadow effect, the subtitle “A tiny turn-based dark-fantasy battle,” and a centered outlined purple BEGIN button. Clicking/tapping BEGIN, or pressing Enter while on the title, starts the battle. The play area should fill the available viewport while respecting a centered maximum size around 1100x760.

Battle presentation: keep the starry dark background and draw a cream-outlined rectangular battle box centered horizontally, approximately 74% of the canvas wide and 36% high, beginning around 35% down the screen. Above it, center a single stylized shadow enemy: a broad rounded purple blob/creature with a curved lower edge, two large cream rectangular eyes with dark pupils, and a dark curved smiling mouth. Below/around the battle area show the player status: “YOU,” a pink/red HP bar and bordered maximum bar, the numeric HP, plus “SHADOW HP 42/42 MERCY 0%.” At the top of the battle UI display centered narrative messages. Initially say “A lonely shape blocks the road.”

The player is represented inside the battle box by a small bright pink/red diamond (a rotated square), starting near the lower center. The battle is turn-based. At the bottom provide four large controls in a row on desktop (two-by-two on narrow screens): FIGHT, ACT, ITEM, SPARE. Only accept a menu action while the game is in the menu phase. FIGHT deals exactly 10 damage to the shadow, flashes a gold rectangular outline around the enemy briefly, and says “You strike the shadow. It shudders.” If the enemy reaches 0 HP, end the game and say “The shadow dissolves into starlight.” ACT increases MERCY by 28 percentage points up to 100, says “You listen. The shadow remembers a name.”, and at 100 says “The shadow is ready to leave.” followed by “The shadow bows. Choose SPARE.” ITEM restores 8 player HP, capped at 24, and says “You eat a star-sugar crumb. HP restored.” SPARE only succeeds when MERCY is 100: award 100 score, end the game, and use the same shadow-dissolving victory message; otherwise say “It is not ready to be spared.”

After FIGHT, ACT, or ITEM (and after an unsuccessful SPARE), enter a dodge phase and spawn a wave of hazards in the battle region: eight pale lavender circular projectiles descending from above with slight random horizontal drift, plus four projectiles entering from the left with rightward motion and slight vertical drift. The player must dodge them. Support keyboard movement with WASD and arrow keys, and support touch/pointer dragging inside the canvas/battle area. Keep the diamond constrained to the battle box area. Each projectile hit reduces HP by exactly 1 and grants about 0.7 seconds of invulnerability, with a blinking/faded player during invulnerability; show “The heart flickers. Keep moving.” after a nonfatal hit, or “Your heart goes quiet.” at 0 HP. When all projectiles leave the screen, return to the menu phase and say “The shadow waits.”

Player stats start at 24/24 HP; shadow stats start at 42/42 HP; Mercy starts at 0; score starts at 0. If HP reaches zero, end the game, clear hazards, disable the action buttons, and show “The dark takes your heart.” Provide a TRY AGAIN button centered below the battle area; it resets HP, enemy HP, Mercy, score, player position, and starts a fresh battle. During game over, retain the battle scene and status display, but disable the menu controls. Include the small help text: “Move the heart with WASD / arrow keys. On touch, drag inside the battle box.” Hide this help on narrow screens. Use responsive sizing and touch-friendly buttons; hovering/focusing buttons should shift them to a brighter purple with a gold border.

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