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Tiger Warrior

  • 2d
  • pixel-art
  • top-down
  • action-rpg
  • dungeon-crawler
  • boss-fight
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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. Felipe built it with Cinevva, so it works on a phone or a tablet too.

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Nobody has said anything about Tiger Warrior yet. Play it, then tell Felipe what you would add next.

Make your own game

Tiger Warrior was built by Felipe 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 Tiger Warrior 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 Tiger Warrior

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 top-down pixel-art action RPG titled “TIGER WARRIOR.” Render the game internally at a crisp 320×180 canvas and scale it to fill the viewport with nearest-neighbor/pixelated rendering. Use a dark navy/purple dungeon palette, chunky 16-bit-style rectangles and sprites, subtle checkerboard floor tiles, and minimal particle effects. The game should be a single large 1600×900 dungeon world viewed through a camera that follows the player and clamps at the world edges.

Opening screen: show a centered dark translucent panel with a gold border and shadow, the large gold title “TIGER WARRIOR,” subtitle “Una mazmorra pixel art. Un héroe tigre. El Rey Goblin te espera al final.”, buttons “JUGAR” and “CONTINUAR,” and Spanish controls text: “WASD / flechas · Espacio o Z: espada · Shift: esquivar · E: poción”. The menu background is a dark blue checkerboard with the subtitle “ENTRADA ABANDONADA · 5 ZONAS · 1 REY”. Continue should load a saved game from local storage; play starts a fresh run.

Core gameplay: control a small orange tiger-headed warrior in a dark dungeon. The player has a feline head with pointed ears, dark stripes, bright yellow eyes, orange armor/body, blue-gray shoulder pads, gold belt, dark boots, and a large sword. Start at x=120,y=450 with 100/100 health, attack 15, defense 5, speed 70, level 1, 0 XP toward 50, 0 gold, and 2 potions. Move in eight directions with WASD or arrow keys (normalize diagonal speed), and face the direction of movement. Press Space or Z to make a brief sword attack in the facing direction; the sword visibly appears and swings forward. Attacks have a short cooldown, briefly grant invulnerability, create screen shake, damage nearby enemies, show floating damage numbers, and spawn colored hit particles. Hold Shift to perform a short directional dodge, moving 32 pixels and granting brief invulnerability. Press E to drink a potion when below 75% health, consuming one potion and restoring 45 health; touching/opening a chest also uses E.

Build five contiguous vertical sections/zones across the 1600-pixel-wide world, with boundaries at x=0, 360, 700, 1040, and 1360, and zone transitions based on the player’s x position. Display the current Spanish zone name in a top-right panel: “ZONA 1 · ENTRADA ABANDONADA”, “ZONA 2 · PASILLOS OSCUROS”, “ZONA 3 · CUEVAS PROFUNDAS”, “ZONA 4 · FORTALEZA GOBLIN”, and “ZONA 5 · SALA DEL TRONO”. Crossing into a new zone respawns that room’s enemies and collectibles and shows “NUEVA ZONA”; entering zone 5 should announce the throne room. The objective text should say “Explora y derrota enemigos” in zones 1–3, “Encuentra la entrada a la sala del trono” in zone 4, and “Derrota al Rey Goblin” in zone 5. Place subtle vertical boundary lines and tiny zone labels in the world.

At the start of every room, spawn roughly 7 + 2×zone enemies at random positions away from the player, plus four unopened brown/gold chests and ten small cyan crystals scattered through the world. Crystals are automatically collected when the player comes within 16 pixels and grant 3 gold with a floating “+CRISTAL” message. Chests open when the player is nearby and presses E, granting 20 gold and one potion with “COFRE: +20 ORO + POCIÓN”. Enemies pursue the player and avoid bunching slightly. Standard green goblins have 28 + 8×zone health, speed 25 + 3×zone, and deal 4 contact damage reduced by defense. Include visual enemy variants: green goblin, blue armored warrior, green archer with a bow, and red goblin captains. Warriors deal 8 contact damage; archers maintain a distance and visibly carry a bow; captains appear in zone 4 as two stronger enemies with 80 health and grant 25 gold/50 XP when defeated. Standard goblins grant 5 gold/10 XP, warriors grant 20 XP, and archers grant 15 XP. Enemies have small red health bars, hit flashes, death bursts, floating XP text, and disappear when defeated.

In zone 5, spawn one large red Goblin King boss around x=1450,y=450 with 560 health. Draw him substantially larger than normal enemies with a red body, gold crown, yellow eyes, and a boss health bar. He slowly follows the player, periodically performs a red burst attack, and damages the player for 16 if close; his attack interval becomes faster below half health. Show a centered top panel labeled “REY GOBLIN” with a red health bar while he exists. Change his visual phase at below 66% and 33% health. When he is defeated, hide the boss bar and show a victory overlay reading “¡VICTORIA!”, “El Rey Goblin ha caído.” and “Pulsa R para reintentar”. If player health reaches zero, show a defeat overlay reading “DERROTA”, “La mazmorra reclama tu espada.” and the same retry instruction. Press R after victory or defeat to restart.

Leveling: award XP from enemy kills; when XP reaches the next threshold, subtract the threshold, increase level, increase the next threshold by about 1.35×, add 20 maximum health and fully heal, add 3 attack and 2 defense, and show a floating “¡NIVEL N!” message. Maintain persistent state for player stats, zone, kill count, and elapsed time. Autosave every 15 seconds and allow F5 to save, displaying “PARTIDA GUARDADA”; loading displays “PARTIDA CARGADA”.

HUD during play: top-left dark translucent panel with gold border showing “VIDA current/max” and a red health bar, “NIVEL N · ORO amount,” XP current/next with a green XP bar, and “ATQ value · DEF value · POCIONES count.” Top-right zone/objective panel. Put a compact minimap beneath it at approximately 132×70 pixels: dark background, five room blocks, yellow player marker, red enemy dots, and a larger orange boss marker. Put the boss bar centered at the top when applicable. At the bottom center show “Explora la mazmorra · Busca cofres y cristales · Llega a la Sala del Trono”. Use floating Spanish combat/loot messages, colored particles, and small screen shake for impact feedback.

For touch devices, expose an on-screen control layer: four translucent directional buttons at bottom-left, a circular “ESPADA” attack button at bottom-right, and a “POT” potion button. Preserve keyboard controls on desktop. Keep the overall presentation sparse, dark, and arcade-like: no invented story scenes, ranged player weapons, inventory screens, or extra systems beyond the dungeon exploration, melee combat, leveling, loot, boss fight, save/load, HUD, and retry loop described above.

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