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Stormfall

  • 2d
  • pixel-art
  • rpg
  • top-down
  • fantasy
  • action
  • mobile-friendly
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. desron sandy built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Stormfall yet. Play it, then tell desron sandy what you would add next.

Make your own game

Stormfall was built by desron sandy 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 Stormfall 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 Stormfall

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 playable browser game titled “Stormfall,” a compact top-down pixel-art fantasy RPG slice with a dark purple storm-fantasy presentation. Use a fixed low-resolution logical playfield of about 320x180 pixels, scaled responsively to fill the screen with crisp pixelated rendering and large empty/dark-purple margins where appropriate. The game should begin on a title screen: nearly black-purple radial-gradient background with drifting purple particles, a glowing lavender sigil, large spaced-out “STORMFALL” lettering, subtitle “A purple-storm fantasy RPG slice,” and an “ENTER OAKHAVEN” button. Include the title hint: WASD to move, Mouse to attack, 1–6 skills, E to interact; it should also start by pressing Enter, Space, or clicking.

After starting, show a top-down, single-screen map and HUD. The initial zone is Oakhaven, a purple village bounded by a rectangular playfield. Draw it in deliberately simple pixel art: a violet ground rectangle, scattered small lavender specks, rows of blocky green trees with dark trunks near the bottom, and three small buildings labeled SHOP, TAVERN, and BOARD. Place a gold marker and “Elder Mira” near the bounty board area, plus a purple gate at the right edge labeled GATE. Include a chest and a lore-scroll object in the village, rendered as small pixel props. The player is Arden, an orange-haired stormblade/knight: show a small pixel character fallback with a pale face, orange hair, colored cape/body, eyes, and a short sword, while optionally overlaying a softly lit low-poly 3D knight model that follows the player and idles. Keep the world and characters visually consistent with pixel-art shapes and a purple/lavender palette, with no photorealism.

Player controls and mechanics: move freely with WASD or arrow keys, normalized diagonally, constrained inside the playfield. Aim with the mouse and attack while holding/clicking the mouse; attacks face the cursor and hit nearby enemies in a forward arc. On touch devices provide a translucent circular four-direction D-pad at bottom-left and a large circular sword attack button at bottom-right. The player begins with 100/100 HP, 50/50 MP, level 1, 24 coins, and a visible attack cooldown. Press number keys 1–6, or tap six bottom-center skill buttons, to use short-cooldown area abilities costing respectively 0, 6, 9, 12, 15, and 18 MP (the sixth can be shown as the strongest lightning-like attack); each affects enemies within a different radius and deals damage, with floating damage numbers and brief screen shake. The actual implementation can represent these abilities as simple instantaneous radial hits rather than elaborate projectiles. Play short square-wave retro sound effects for starting, attacking, and skills after the browser receives input.

Show a persistent HUD while playing. At upper left, use a bordered translucent dark panel reading “✦ ARDEN,” “Orange-haired stormblade · Lv 1,” a red HP bar, a blue MP bar, and text such as “100 / 100 · 50 / 50.” At top center, show a bordered panel with the uppercase zone name, day/time (starting Day 1 · 08:00 and advancing slowly), and a small 120x54 minimap showing the zone rectangle, a gold player dot, and red enemy dots. At upper right, show a “QUEST TRACKER” panel with “Chapter 1 · The Storm Stirs,” initially “Speak with Elder Mira at the bounty board,” followed by a Companions section listing “🔥 Ember locked” and “🏹 Lyra locked.” Update this panel as the player progresses. At bottom center, show six square purple skill buttons labeled 1 through 6 with simple icons such as sword, star, comet, shield, lightning, and comet. Use bordered translucent panels, lavender text, gold quest accents, red health, blue mana, and glowing purple highlights. Display centered toast messages for welcomes, quest updates, lore, recruiting, insufficient MP, unlocks, and defeat/return events. Show floating damage/reward text, small particles, and a “N HIT COMBO” label when the player chains hits before the combo timer expires.

Implement the quest interaction flow exactly around the visible content. Press E near the lore scroll to display: “Lore scroll: ‘When the sky breaks, five hearts must answer.’” Press E near Elder Mira/the board in Oakhaven: on the first interaction set the quest forward and display “Elder Mira: Seek the flame beneath Whispering Woods.” On a later interaction, recruit Ember and display “Ember joined your party — press 2 for Flame Orb.” Ember then appears as a small companion offset beside Arden and automatically attacks nearby enemies on a timer, dealing 10 damage with orange-red effects. Keep Lyra listed in the HUD and locked unless explicitly implementing only the state shown by the source (there is no actual Lyra recruitment interaction in the current slice). The quest text should initially be “Speak with Elder Mira at the bounty board,” then “Reach the Whispering Woods gate,” then “Explore the [current zone].”

At the Oakhaven gate, pressing E nearby unlocks and enters the next zone, Whispering Woods. Each non-village zone should be a distinct themed single-screen arena with the same playfield structure and purple-toned pixel style: Whispering Woods uses blue-green ground and many trees; Crystal Caverns uses deep blue ground with cyan crystal formations; Stormspire Peak uses indigo/purple ground with trees; Storm Giant Arena uses a saturated violet arena with five pink-purple obelisks and two animated concentric magical rings around the center. Populate non-Oakhaven zones with six hostile creatures initially, respawning another when the count drops below four. Enemies should be simple blocky purple sprites with tiny dark eyes, red health bars, and names/types matching their zone: Wisp, Shardling, Stormling, or Voidling. They slowly home toward Arden when within range and damage him on contact, with ordinary enemies dealing 5 damage and a brief invulnerability period. If HP reaches zero, restore HP/MP, return to Oakhaven, and show “The storm takes you back to Oakhaven.”

Include chests in zones as small brown/gold pixel objects and draw them open/closed, but do not invent a reward interaction if not implemented. In the final Storm Giant Arena, add a boss enemy at the right-center: a larger purple block creature labeled “STORM GIANT,” with a large red health bar and 420 HP. It deals 12 contact damage, awards 1000 points, emits larger purple particles and “BOSS BREAK!” when defeated, then displays “The Storm Giant falls — Chapter 12 complete!” and changes the quest state to “The Storm Giant is defeated. Oakhaven is safe.” Ordinary enemies award 100 points. Maintain a score, combo counter, chapter/quest state, companion states, current zone, HP/MP, enemies remaining, and slowly advancing day/time. Add brief shake on hits and small square particle bursts for impacts and defeats.

Use responsive CSS/UI: desktop keyboard/mouse interaction plus coarse-pointer mobile controls, all on a dark #0b0714-style background. Preserve the visual hierarchy from the reference: game world concentrated near the top/center on mobile, large quest tracker at upper right, minimap at top center, circular touch controls at the bottom corners, and six skill slots across the bottom. The overall mood is a readable, nostalgic pixel RPG prototype about exploring zones, recruiting a flame companion, and breaking the storm, with purple glow, lavender borders, and simple arcade combat rather than a complex inventory or dialogue system.

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