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Tidal Keeper

  • 2d
  • point-and-click
  • puzzle
  • adventure
  • story
  • casual
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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. Wazir Akbar ali Ali built it with Cinevva, so it works on a phone or a tablet too.

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Nobody has said anything about Tidal Keeper yet. Play it, then tell Wazir Akbar ali Ali what you would add next.

Make your own game

Tidal Keeper was built by Wazir Akbar ali Ali 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 Tidal Keeper 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 Tidal Keeper

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.

Recreate "Tidal Keeper" as a small, self-contained 2D point-and-tap puzzle adventure set on Brinewatch Isle. Use a full-window layout with a dark navy header reading "TIDAL KEEPER" and the subtitle "quiet mysteries of Brinewatch Isle", a canvas scene beneath it, and an overlay HUD. Start with a centered dark translucent rounded title card over a blue ocean/sky gradient: large cream title "Tidal Keeper", the exact introductory idea that the player tends a little lighthouse, the tide leaves clues/broken things/shy visitors, and the player explores by tapping objects, gathering pieces, and restoring the light. Include a gold "Begin the first night" button.

The game is a five-night sequence. The player is the lighthouse keeper. Every night has three phases shown in a top-left pill: Night N · Tide Out, then Day N · Explore & Restore, then Evening · Light the Way. In the Night phase, the tide is out and the player taps shoreline/interactable objects to collect the two tide gifts for that night; show a small message explaining that the shore has left gifts behind. Suitable clickable collection points are the old mural, fog bell, heron, tidepool/water, and quay, with feedback such as "Collected: [item]." Once both items are collected, automatically change to daytime and explain that dawn has come and the player should restore what the tide revealed. The Inventory button opens a right-side dark panel listing collected item names with colored circular markers; clicking an item selects it, closes the panel, and tells the player to tap where it belongs. The Journal button opens a similar right-side panel listing discoveries and solved puzzles in reverse order.

In the Day phase, tapping a relevant scene object without an item displays its clue/instruction. With a selected inventory item, tap the matching puzzle location to solve it, remove the item from inventory, record it in the journal, and show the puzzle text as a success message. If the item does not belong, say so and clear the selection. Solve every puzzle for the current night to enter Evening. In Evening, tapping the lighthouse/lantern (the lamp, lighthouse, or beam hotspot) lights the way. After a short delay, advance to the next night, clear the per-night inventory and selection, and show that the tide has gone out again. On Night 5, the final beam interaction completes the story and displays that the five-night story is complete and Brinewatch remembers the keeper.

Use these exact per-night item and puzzle contents, keeping each night’s inventory scoped to that night:
Night 1, "The First Low Tide": collect "amber lens" (a honey-colored lens, warm from the sand) and "blue shell" (a blue shell with three neat ridges). Puzzles: tap/use the amber lens at the lighthouse lamp because its lens is missing; use the blue shell at the old mural, where three shell-shaped marks wait.
Night 2, "The Bell Beneath the Foam": collect "brass clapper" (a tiny brass clapper, green at the edges) and "sea lavender" (a sprig that smells like rain). Puzzles: use the brass clapper at the fog bell; use sea lavender at the heron, which is tangled in it, then the water interaction can be acknowledged as part of helping the bird.
Night 3, "The Glass Garden": collect "green shard" (smooth bright sea glass) and "star map" (a damp scrap marked with six stars). Puzzles: use the green shard at the cracked constellation window; use the star map at the keeper’s desk/empty drawer; then tap the star pool after reading the map. Preserve the code’s puzzle progression/requirement that all listed puzzles must be solved, with the third star-pool interaction requiring its own solved state; do not invent another item.
Night 4, "The Whale Road": collect "whale charm" (a little whale carved from driftwood) and "silver thread" (a spool caught on a barnacle). Puzzles: use the whale charm at the carved whale on the quay, which has a missing eye; use silver thread at the torn tide net.
Night 5, "The Light Returns": collect "moon key" (a pale key hidden in a tidepool) and "keeper note" (a bottle note reading “The island remembers those who listen.”). Puzzles: use the moon key at the locked lighthouse archive door; use/read the keeper note at the archive desk; then tap the lighthouse lantern/beam to relight Brinewatch and finish.

The scene should be a stylized, quiet storybook illustration rendered directly on a 2D canvas. Draw a vertical gradient sky: deep blue at night, warm coral/gold daylight, and mauve-blue evening. Add slowly drifting translucent cream cloud bars and a pale moon during night/evening. The lower portion is a teal ocean with repeated gently undulating horizontal wave lines. In the middle is a muted green oval island with a sandy inner oval. Put a simple cream lighthouse on the right side, with a tapered tower, red horizontal band, dark lantern room, glowing golden lamp, and base. During night/evening draw a faint translucent golden beam projecting leftward from the lantern. Place labeled, tappable symbolic objects around the island: old mural at roughly 37% width/56% height with a spiral icon, fog bell at 17%/55% with a circular icon, heron at 62%/62% with a simple bird/branch-like glyph, tidepool at 53%/78% with a sparkle, quay at 20%/71% with an anchor, tide net at 67%/73% with a wave/net glyph, archive desk at 80%/56% with a desk glyph, archive door at 76%/47% with a door glyph, and star pool at 36%/76% with a star glyph. The lighthouse hotspot is around 77%/31% and the lamp around 76%/27%. Give hovered objects a soft pale circular highlight and use a pointer cursor. During Night phase, show two small floating gift dots near the lower shore to visually suggest collectables.

Keep the atmosphere calm and minimal: serif/Georgia-like typography, cream text, dark translucent navy panels with subtle warm borders and rounded corners, gold primary buttons, pale blue secondary Journal button, and short centered bottom message toasts. The canvas footer instruction changes by phase: night says "Tap the shore to gather what the tide leaves behind.", day says "Tap a place to examine it. Use Inventory to select an item.", evening says "Tap the lighthouse when the evening feels right." Add quiet ambient audio after the first user interaction if supported: low filtered surf-like noise and two sustained soft tones. Make the layout responsive for mobile, with touch-friendly buttons and no scrolling outside the inventory/journal panel.

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