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Arcade › Threadbound
Click the game above and it runs right here in your browser. No download, no installer, no account needed. henry.hibbsu3 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Threadbound yet. Play it, then tell henry.hibbsu3 what you would add next.
Threadbound was built by henry.hibbsu3 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 Threadbound 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 playable 3D orthographic side-scrolling platform game titled “Threadbound.” The game should take place in a dark, atmospheric blue-black grotto rendered in Three.js-style low-poly 3D, viewed from the side with an orthographic camera. Use a nearly fixed side view with the camera smoothly following the player horizontally; show the world with soft shadows, fog, a dark navy background, cool blue-gray platforms, teal glowing crystal spikes, and a few muted low-poly grotto props such as a mushroom, large crystal, and rock. The player is a small armored knight/warrior avatar, initially positioned at the far left of the level. Load a low-poly animated knight model if available, with an appropriately scaled capsule-like fallback character if it is not. The knight can move left and right, jump, and attack. Keyboard controls: A/D or Left/Right arrows move horizontally; Space jumps; J attacks. Also provide touch-friendly on-screen controls along the bottom: left and right arrow buttons, an up-arrow jump button, and a dark magenta button marked with a sparkle/star for attack. Prevent the mobile controls from blocking the game except for their own buttons. Build one broad horizontal level extending from approximately x=-15 to x=15. The bottom floor is a wide dark gray-blue platform. Add raised platforms/ledges: a left ledge around x=-6 and y=1.3, a central ledge around x=0 and y=2.5, a right ledge around x=6 and y=1.4, and an upper platform near x=0 and y=4.3. Platforms should be rectangular, thick, shadow-casting blocks. Place a crystal pit hazard in the floor around x=2, visually represented by a dark magenta/red inset block, and scatter eight small cyan/teal crystal spikes across the lower level. The player should collide with platform tops and be able to land on them using simple gravity and jump physics. Use gravity around 22 units/sec², horizontal speed around 4.2 units/sec, and jump velocity around 8.7 units/sec. Clamp horizontal movement within the level bounds. Add two small hostile purple/magenta lurker creatures: one near x=-1 on the ground and another around x=7 on the right raised area. They should be stylized as flattened dark-purple spheres with two small glowing warm yellow eyes. Each lurker patrols back and forth around its starting x-position, reversing direction after roughly 1.3 units, and gently bobs/rotates. Contact should push the player slightly rather than immediately killing them. The attack is a short melee action lasting about 0.22 seconds; visually emphasize it with a brief player scale/stretch or attack pose. An enemy is defeated when the player attacks within about 1.45 horizontal units and 1.4 vertical units, and it disappears. Defeating enemies increments the soul counter. The main goal implied by the HUD is to defeat all three souls, but the implemented level contains only the two visible lurker enemies; preserve the displayed counter format “SOUL 0 / 3” and increment it on defeated enemies. Do not invent additional enemies or a victory scene. If the player falls into the crystal pit (approximately x=1 to x=3 while below the floor), count a hit, respawn them at the far-left starting position, and reset their vertical velocity. After three pit falls, end the run: stop gameplay, change the status pill to “DESCENT ENDED,” and show a centered button labeled “RESTART DESCENT.” Restart should reset the player, soul count, hit count, game-over state, and restore both lurkers. HUD styling should closely match the reference: title “THREADBOUND” in uppercase with wide letter spacing at the top-left, a smaller hint beneath reading “A/D move · Space jump · J attack,” and a rounded pill at the top-right reading “SOUL 0 / 3.” Use light warm-white text with subtle shadowing. The bottom mobile controls should be translucent dark blue rounded rectangles with thin blue-gray borders; the attack button should be dark magenta. Keep the overall presentation sparse and cinematic, with the game occupying the full viewport and no extra menus or debug overlays.