Skip to content

Arcade › Soulfall

Soulfall

  • 2d
  • turn-based
  • card-battle
  • dark-fantasy
  • boss-duel
  • mobile-friendly
0
Remix it Discord

1 play

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Hmaa Sefiane built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Soulfall yet. Play it, then tell Hmaa Sefiane what you would add next.

Make your own game

Soulfall was built by Hmaa Sefiane 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 Soulfall 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 Soulfall

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 portrait-friendly, full-screen browser game titled “SOULFALL // FLAMEOS,” a dark fantasy, turn-based duel presented as a fixed 2D arena screen. Use a painterly background of a ruined, rocky mountain/temple landscape at dusk, with gray-violet clouds, distant jagged spires, a cracked stone floor, and warm floating ember particles. Dim the background with a translucent black overlay. In the center-lower arena, draw a broad dark oval fighting platform and a faint gold circular sigil. Place two large square fantasy character artworks facing each other: FLAMEOS, a fiery black/orange horned demon or soul hunter on the left, and STUNHKLEM, a bulky blue-gray stonebound golem with glowing cyan facial details on the right. The artwork should be reused in the small portraits in the HUD. Add subtle hit shake and colored glowing particle bursts whenever an attack is cast.

At the very top, create a HUD with two opposing unit panels. On the left show a bordered 72px-ish portrait, then the name “FLAMEOS,” subtitle “LV. 8 · SOUL HUNTER,” a horizontal red/orange 100%-style health bar, and three skull indicators. On the right mirror the layout and show the portrait, “STUNHKLEM,” subtitle “LV. 6 · STONEBOUND,” a cyan/teal health bar, and three skull indicators; unfilled skulls should be dimmed as the enemy is defeated. Center below the top panels is a dark translucent bordered turn banner with spaced serif lettering. Initially it reads “YOUR TURN · DRAW 3” (and after drawing, “YOUR TURN · CHOOSE AN ABILITY”). Use an ornate, muted parchment/ember palette: cream text, bronze-gold borders, dark brown-black panels, red-orange hero health, and teal enemy health. Use a classic serif typeface with generous letter spacing.

The game is a sequence of alternating player turns and enemy turns. State starts with heroHP=100, enemyHP=100, souls=0, enemySkulls=3, round=1, and a randomly shuffled hand of exactly three abilities selected from these four abilities: Bladestorm (⚔, description “A spinning cut through stone,” 18 damage, gold accent), Tearing Claws (✣, “Rend the soul beneath armor,” 22 damage, red accent), Fire Uppercut (♨, “Launch a pillar of hellfire,” 28 damage, orange accent), and Fiery Rain (✦, “A skyfall of burning cinders,” 15 damage, amber accent). The cards should be randomly ordered and each card should show a small cost/order number 1, 2, or 3, its glowing icon, ability name, description, and damage text such as “· 18 DMG.”

At the bottom, put a clickable deck/draw button on the lower-left: a small vertically oriented card with diagonal dark stripes, a centered glowing star, and the label “DRAW.” To its right, fan exactly three large ability cards across the bottom, with slight alternating rotations, bronze borders, dark brown gradient backgrounds, card shadows, and hover/focus behavior that lifts and straightens the card. The cards must work with mouse and touch. Tapping the deck during the player’s turn redraws a new random set of three and briefly shows “THE DECK SHUFFLES · 3 POWERS DRAWN.” Tapping an ability during the player’s turn disables all cards, switches to the enemy turn, subtracts that ability’s fixed damage from enemy HP without going below zero, creates a burst of that ability’s accent-colored glowing particles near the right-side enemy, briefly shakes the arena, updates the bar, and displays “ABILITY NAME · DAMAGE DAMAGE” (for example “FIERY RAIN · 15 DAMAGE”).

If the enemy survives, after about 650ms it attacks automatically for a random integer from 8 through 16 damage. Show cyan/blue particles near the left-side hero, shake the arena, reduce hero HP without going below zero, and display “STONEBOUND CRUSH · N DAMAGE.” If the hero survives, return to the player turn and draw a new random hand of three cards. If the enemy reaches zero HP, decrement its skull count, increment souls by one, change the banner to “STUNHKLEM DEFEATED,” and reveal a central bronze button labeled “CAPTURE SOUL ✦.” Clicking it opens a full-screen dark translucent overlay with a centered bronze-bordered panel reading “SOUL CAPTURED,” explanatory text “STUNHKLEM collapses into a storm of blue embers. Its stone memory now burns inside your deck.”, a large cyan/teal “✦ +1 ✦” reward, and a button “OPEN THE NEXT RIFT.”

When opening the next rift, increment round, restore 18 HP to the hero but cap it at 100, reset the enemy to 100 HP and three skulls, close the overlay and capture button, draw a fresh hand, and briefly announce “A NEW RIFT OPENS · THE HUNT CONTINUES.” The bottom-right/lower hint should read “TAP AN ABILITY TO CAST · SOULS: 0” and update the souls count. If hero HP reaches zero, show the defeat banner “FLAMEOS FALLS,” then a dark overlay panel titled “THE RIFT CLAIMS YOU,” body text “Your soul fractures in the dark. The deck waits for another hunter.” and a button “REKINDLE FLAMEOS.” Clicking it resets hero and enemy HP to 100, enemy skulls to 3, souls and round to their initial values, closes the overlay, and deals a new hand.

Make the layout responsive: on narrow/mobile portrait screens, reduce portraits and typography, keep the top HUD readable, place the turn banner below it, compress the three cards into equal-width cards along the bottom beside a smaller draw button, and hide the nonessential bottom hint. Keep the canvas full viewport with no scrolling. Use smooth health-bar transitions, short message fades, glowing particles with fade-out, and understated screen shake, while preserving the screenshot’s cinematic, moody, card-battle presentation. Do not add movement, free exploration, mana, equipment, extra enemies, or mechanics beyond this single-click alternating combat loop.

More free browser games

Browse the whole Arcade →