Arcade › Tahttan İndir
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Elif Ebrar Mendeş built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Tahttan İndir yet. Play it, then tell Elif Ebrar Mendeş what you would add next.
Tahttan İndir was built by Elif Ebrar Mendeş 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 Tahttan İndir 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.
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 responsive 2D top-down action/stealth game titled “Tahttan İndir” (Turkish). Render the game on a full-screen canvas with a fixed HUD and touch controls, using a dark purple castle interior: a near-black purple background, an inset violet stone floor covered by a regular lighter-purple grid, and thick black-purple walls with thin mauve cap highlights. Use simple clean vector shapes with no external art assets. At the start show a centered translucent dark menu card with rounded border, gold title “Tahttan İndir”, Turkish instructions explaining: collect the castle’s three seals, avoid guards, enter the throne room, then approach and attack the king; include a gold “Oyuna Başla” button and a keyboard legend for WASD/arrow keys and Space. Once started, show a top HUD with rounded translucent pills: “Mühürler: 0/3”, “Can: 3 ♥”, “Kral: 5 ⚔”, and “Süre: 0”, updating live. Show temporary centered Turkish messages beneath the HUD such as “Mühürleri topla ve taht odasına ulaş!”. Gameplay is a single fixed-screen top-down maze-like castle room. The player is a small turquoise/teal circular character with a peach face dot, gold headband, and radius about 14 pixels. Start near the upper-left. Move continuously with normalized four-direction movement at about 150 pixels/second using W/A/S/D or arrow keys; prevent movement through walls. Also provide translucent on-screen directional buttons at bottom-left in a four-way D-pad and a prominent red “SALDIR” button at bottom-right for touch devices. The attack button is also Space on keyboard. Build the level with perimeter walls and interior barriers arranged as follows relative to the viewport: a full top and bottom border and side borders; a tall vertical barrier around 28% viewport width extending from near the top to near the bottom with a gap at its lower end; a vertical barrier around 55% width in an upper section and another in a lower section, leaving a central passage; a vertical barrier around 76% width in an upper section and another in a lower section; and a horizontal barrier from roughly 28% to 56% width across the middle-lower area. The walls divide the castle into passages but retain navigable routes. Place exactly three collectible seals as small rotating gold diamond shapes at approximately (18% width, 24% height), (46% width, 78% height), and (86% width, 58% height). On player contact within about 28 pixels, collect each, hide it, increment the seals HUD, and show “Mühür ele geçirildi!”. Place three red circular guards, each with a small peach face and dark visor/headband: one patrols horizontally around 8%-25% width at about 72% height, one patrols vertically around 45% width between 10%-47% height, and one patrols vertically around 88% width between 10%-63% height. They move back and forth at roughly 48-56 pixels/second. Contact with a guard removes one player health, resets the player near the lower-left, and shows “Nöbetçi seni yakaladı!”. At zero health, end the game with a centered game-over card titled “Yakalandın!” and Turkish failure text about the guards closing the castle, plus a “Tekrar Oyna” button. Put a stylized red throne at the upper-right, around 90% viewport width and 18% viewport height, approximately 74x66 pixels, with a gold top bar, gold side supports, and cream “TAHT” lettering. Put the king just below it: a larger gold-outlined circular red/dark-red character with peach face, gold crown, dark red body, a sword angled to the right, a dark health-bar backing and a red health fill, and the label “KRAL”. The king starts with 5 health. When the player comes within 170 pixels of the throne, show “Kral: Tahtımı geri ver!”. The king only becomes vulnerable after all 3 seals are collected. Once all seals are collected and the player is within roughly 230 pixels, have the king slowly pursue the player while staying in the right-side region. When within 58 pixels, the king periodically attacks about once per second, removing one health and showing “Kral kılıcıyla vurdu!”. The player can attack only when within 72 pixels of the king. If too far away, show “Kralın yanına yaklaşmalısın.”; if fewer than three seals, show “Üç mührü toplamadan kralın zırhı zarar görmez.”; otherwise each Space/SALDIR attack has a short cooldown, reduces king health by 1, and shows “Krala vurdun! Kalan güç: N” or, at zero, “Kral yenildi! Taht artık senin.”. Defeating all 5 king health points wins immediately and displays a centered card titled “Kral Tahttan İndi!” with text stating that the crown fell and giving the elapsed time in seconds, plus “Tekrar Oyna”. Keep the elapsed timer running in seconds during play. Use rounded dark-purple panels, gold accents, red danger/action elements, bold system sans-serif typography, and simple geometric animation (rotating seals and a visible king health bar).