Arcade › Temple Glow
Click the game above and it runs right here in your browser. No download, no installer, no account needed. It was built with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Temple Glow yet. Play it, then tell the creator what you would add next.
Temple Glow was built 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 Temple Glow 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/overlaid canvas game titled “Temple Glow,” designed to fill the entire browser viewport on desktop and mobile. Use the supplied image asset `assets/3D_animated_cartoon_scene_cin.jpg` as the full-screen background, cropped with a cover-style fit so it fills the canvas: a dark, misty, stylized East Asian mountain village at night, with layered tiled rooftops, warm hanging lanterns, a distant mountain temple, and a ninja-like figure in the lower center. Add a dark purple-black translucent gradient veil over the image so gameplay markers and HUD are readable. Keep the camera fixed; the scene does not scroll. The game is a timed collection patrol. The player controls Rayan, represented by a small simple canvas-drawn character near the lower-left route: a dark circular/hooded body, tan face, black headband/top detail, red horizontal sash, red lower accent, and a soft dark oval shadow beneath. Start Rayan at normalized screen position approximately x=0.28, y=0.72. Movement is continuous in the four cardinal directions using Arrow keys or WASD, with normalized diagonal movement so diagonal speed is not faster; clamp the player within x=0.08..0.92 and y=0.18..0.86. On mobile, provide four large translucent rounded-square touch buttons at the bottom: left and right grouped at bottom-left and up and down grouped at bottom-right. Buttons should hold their corresponding movement key while pressed and disappear on screens at least 700px wide. Prevent page scrolling while interacting. At the start of each run, reset the timer to 45 seconds, reset Glow collected to 0/5, and place exactly five pulsing red-orange glow sparks at these normalized positions: (0.37,0.63), (0.52,0.47), (0.66,0.61), (0.77,0.43), and (0.86,0.28). Draw each spark as a bright red/coral glowing circle with a small pale yellow highlight toward its upper-left and a subtle sinusoidal size pulse. Collect a spark when Rayan comes within approximately 0.045 normalized distance; remove it and increment the counter. The player wins immediately when all five are collected, with the end message “The gate opens!” and supporting text that Rayan reaches the temple as the red seal breaks. If the timer reaches zero, lose with “The glow fades...” and supporting text that the shadow zones closed in and the player should try a faster route through the village. Provide a “Patrol again” button on either result screen that resets the run. Enter should start from the title screen and restart from either result state. Show a faint dashed pale-gold diagonal route line from approximately (0.22,0.76) to (0.86,0.27), behind the collectibles. Add exactly three shadow zones, represented as dark translucent plum rounded rectangles with muted crimson outlines and several faint diagonal red slash/cross marks inside. Their normalized centers and sizes are: center (0.48,0.57), width 0.14 and height 0.12; center (0.74,0.39), width 0.13 and height 0.12; center (0.62,0.77), width 0.16 and height 0.10. These zones are not solid collision obstacles: the player can move through them, but while inside any zone, drain the remaining time an additional 0.8 seconds per second on top of the normal countdown. The normal update should run at a capped frame timestep for stable behavior. Build a clean HUD above the canvas. At the top, show two dark translucent, subtly blurred panels with thin warm-gold borders and rounded corners: on the left, the uppercase gold title “TEMPLE GLOW” and the objective “Guide Rayan to the mountain temple”; on the right, right-aligned “Glow collected: 0/5” and “Time: 45s,” updating live. On the title state, display a centered overlay message around the upper-middle: large pale text “Temple Glow,” smaller text “Five red sparks appeared in the village. Collect them before the temple gate opens.” and a coral pill-shaped “Start patrol” button. Hide the gameplay hint until starting. During play, show a small dark translucent bottom hint panel reading “Arrow keys / WASD to move · collect sparks · avoid shadow zones.” On title, keep the scene visibly dimmed behind the title presentation. Use a moody cinematic palette of deep purple, charcoal, crimson, coral-red glow, pale gold, and warm lantern orange, with soft shadows and readable high-contrast text. Keep the implementation as an actual playable interactive game rather than a slideshow.