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Shardlands

  • 2d
  • sandbox
  • platformer
  • mining
  • crafting
  • pixel-art
  • local-coop
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. Jydn Opper built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shardlands yet. Play it, then tell Jydn Opper what you would add next.

Make your own game

Shardlands was built by Jydn Opper 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 Shardlands 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 Shardlands

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 a browser-playable 2D side-view sandbox game titled “Shardlands.” Use a full-screen pixel-art canvas with a smooth-follow camera centered on the main player, a tile grid with 32 px tiles, and a horizontally explorable procedural world approximately 260 tiles wide by 90 tiles tall. Render a blue day/night gradient sky that slowly changes over time, with soft pale oval cloud shapes moving parallax-style behind the terrain. The world should be made of layered terrain: green grass at the surface, brown dirt for roughly six tiles beneath it, gray stone deeper underground, occasional orange copper ore, caves carved through the lower layers, and occasional trees made of brown wood trunks and translucent green leaves. Begin with a cleared spawn area around tile x=18 and a short grass starter platform. The visible terrain should read as chunky square blocks with dark grid-like seams and simple highlights; dirt/grass can use a pixel-art dirt texture, while stone, copper, wood, leaves, torches, and bridges use flat pixel-art colors and small highlight details.

The main avatar is a small beige cartoon platform character, shown with a name label “P1,” approximately 22x46 px for collision, and controlled by WASD or arrow keys for horizontal movement and W/up/Space for jumping. Apply gravity, horizontal acceleration-like direct movement at about 235 px/sec, collision against solid tiles, and a jump velocity around -660. The camera follows P1 with bounded scrolling. Add a second translucent/ghost local player labeled “P2 ghost,” starting nearby; control it with J/L to move and I to jump. It is a local co-op stand-in, not true networking.

Populate the world with 14 green slimes positioned farther to the right across the surface. Slimes are small animated-looking green pixel creatures with a health bar above them, wander and reverse at terrain edges, mildly chase P1 when nearby, collide with the terrain, and damage P1 for 8 HP on contact with a cooldown. Each slime starts with 30 health. P1 starts with 100 HP; when HP reaches zero, show a dark translucent full-screen game-over overlay reading “You got slimed” and “Refresh to restart this slice.” P1 can attack slimes by mining/clicking their nearby target area: each hit deals 15 damage, knocks the slime back/upward, and awards 20 score for a defeat. Slimes should be countable in the HUD.

Implement mining and block placement. Left click/tap a target tile to mine it, while right click or Shift+click places the currently selected hotbar block. Interactions are limited to about 5.2 tiles from P1. Mining requires repeated hits based on block hardness: grass/dirt/wood/leaves/torches/bridges take 1 hit, stone takes 2, and copper takes 3. Show temporary white crack marks on damaged blocks. On destruction, turn the tile into air, add it to inventory, and increase score by 1, or by 5 for copper ore. Prevent placement into occupied tiles and consume the placed item. Available block types are air, grass, dirt, stone, copper, wood, leaves, torch, and bridge. Torches are non-solid and visibly glow with a pale yellow bulb and brown stem; bridges are solid brown blocks.

At the top-left, show a translucent dark rounded stats panel with the title “Shardlands,” P1 HP, Score, remaining Slimes, and the player’s tile X/Y coordinates. Include a gold-colored status/message line such as “Mine dirt/stone, fight slimes, craft torches, and explore the caves.” Across the top, show a translucent rounded hotbar with six selectable slots, keyboard shortcuts 1–6, active slot outlined in yellow, block letter icons and inventory counts. Use this fixed order: Dirt, Stone, Wood, Torch, Bridge, Copper, with initial counts Dirt 42, Stone 20, Wood 18, Torch 3, Bridge 0, Copper 0. Start the selected slot on Dirt.

At upper-right, provide two prominent gold buttons in a dark rounded panel: “Craft torch” and “Craft bridge.” Crafting a torch consumes 1 wood and 1 copper and produces 4 torches; crafting a bridge consumes 2 wood and produces 6 bridges. Display feedback messages for successful crafting and missing materials. Include desktop help text near the bottom-left: “Move: WASD/Arrows · Jump: Space · Mine: Left click/tap · Place: Right click/Shift+click · Hotbar: 1-6 · This is a local co-op/open-world slice; real online rooms need a backend.”

Support mobile/touch play with a translucent circular virtual joystick at bottom-left and four gold action buttons at bottom-right in a 2x2 layout labeled JUMP, MINE, PLACE, and ITEM. Joystick horizontal movement controls P1 and upward joystick motion can trigger jumping. MINE and PLACE repeatedly perform directional interactions about two tiles in front of P1; ITEM cycles the hotbar. Hide desktop help on small/coarse-pointer screens and reposition the crafting panel for mobile. Use responsive full-screen UI, dark translucent glass-like panels, rounded corners, pixelated canvas rendering, gold controls with darker pressed shadows, and a warm readable arcade-sandbox visual style. Expose optional game state functions window.getGameState() and window.setGameState(patch) for player, camera, inventory, selected slot, score, game-over, paused state, and slime count.

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