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Click the game above and it runs right here in your browser. No download, no installer, no account needed. ja co built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Tiny Kingdom yet. Play it, then tell ja co what you would add next.
Tiny Kingdom was built by ja co 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 Tiny Kingdom 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 browser game titled “Tiny Kingdom,” a small top-down pixel-art adventure prototype. Use a full-screen, pixelated canvas with a camera that follows the player across a 48x30 tile world; each tile is 16x16 pixels. Render crisp, unsmoothed tile graphics and a dark navy UI overlay. Start on an intro overlay covering the game: a dark navy radial-gradient background, centered rounded dark panel with a subtle light border/shadow, yellow “Tiny Kingdom” heading, the text “A small top-down adventure prototype. Move, let your sword auto-attack, and grow strong enough to cross the gate.”, and a full-width orange gradient button labeled “Enter the Kingdom.” Do not begin gameplay until that button is pressed. The world is a simple rectangular map bordered by impassable-looking dark-green edge tiles. Most ground is green grass with tiny lighter-green pixel flecks. A cross-shaped tan-brown road runs horizontally through rows 13–16 and vertically through columns 22–25. Begin the player in the Village near the center, at approximately world position (384,312). In the Village draw three simple dark buildings: a central purple-labeled “QUEST BOARD,” a blue “SHOP” building on the left, and an orange “SMITH” building on the right. Place a bright yellow outlined gate at the far right edge labeled “FOREST.” Walking through the right side gate changes the zone to Forest, places the player near the forest’s left entrance, and spawns 12 slimes at random interior positions. Walking back through the left entrance returns to the Village and clears enemies. The player is a tiny stylized adventurer represented by a cyan 14x14 pixel body, a peach face/hair block above it, a short pale sword extending from one side, and a yellow top accent. Move with WASD or arrow keys. Also provide a large translucent circular virtual joystick at bottom-left for touch/pointer input. Normalize diagonal movement. Player movement speed starts at 115 and increases by 3 per level. Clamp the player within the world. The camera follows the player and clamps to world boundaries. Combat is automatic: every update, find the nearest living enemy within 66 world pixels and automatically strike it when the attack cooldown is ready (0.58 seconds). Show a small pale-yellow floating damage number/particle above a struck enemy. The player starts with 100 HP, 12 damage, level 1, zero XP, zero coins, and three potions. Normal slimes are lime-green 16x16 pixel enemies with light eyes/highlights and a dark mouth; they have 30 HP, move at speed 27, and pursue the player when within 120 pixels. Slimes damage the player continuously for 4 HP per second when within 16 pixels. Defeated normal slimes grant 5 coins and 18 XP, and display a brief toast such as “Slime defeated.” Include occasional support for an elite/boss enemy type: a larger dark-red square creature with pale eyes/mouth and a yellow bar above it, 90 HP and speed 20. It grants 35 coins and 65 XP and displays “Boss defeated! Rare loot found.” when killed. The forest visuals should include roughly 22 simple dark-green pixel tree shapes distributed around the map. Enemies wander slightly when not pursuing the player. Award XP toward a level threshold calculated as floor(30 + level*22 + level^1.35*8). On leveling up, subtract the threshold, increase level by one, add 14 max HP and fully heal, add 3 damage and 3 movement speed, and show a toast “Level up! You are now level N.” If HP reaches zero, reset HP to max, return the player to the Village-side position, remove 10 coins (not below zero), and show “You fell in battle — returned to the village.” Implement a dash ability on Space or Q and an on-screen DASH button at bottom-right. Dash in the current movement direction, or face/right if stationary, by 75 pixels; give it a 3-second cooldown and show a purple sparkle particle and “Dash!” toast. Implement a healing potion on E or an on-screen green POTION button: consume one of the three starting potions only if HP is below max, restore 45 HP up to max, and show “Potion restored health.” Do nothing if no potion is available or HP is full. Track a repeating quest shown as “Defeat 10 slimes (N/10)” in a quest panel. Increment it whenever any enemy is defeated; when it reaches 10, award 50 coins and 50 XP, reset the counter to zero, show “Quest complete! +50 coins,” and add a chat message that a new slime hunt was posted. (The visible quest text should specifically say slimes.) Overlay a responsive HUD that remains fixed above the canvas: a dark translucent rounded top bar with the player name “Hero,” current zone, HP bar with red/pink gradient, XP bar with cyan/purple gradient, level, and coin count. Show the current location in a right-side dark panel as VILLAGE or FOREST. Put a small 110x80 pixel minimap in a bordered panel at upper-right: green background, tan horizontal road, cyan player marker, and red enemy markers. Add a bottom-left chat panel on desktop with a short scrolling log and an input placeholder “Press Enter to chat”; pressing Enter sends the typed message prefixed by “Hero:”. On narrow mobile layouts hide the chat panel, shrink the HUD, and use a smaller minimap. Add a centered temporary toast panel for gameplay notifications. Use dark navy (#0b1020-ish) surrounding/UI colors, saturated flat pixel-art greens and browns for the world, yellow quest/title accents, and rounded translucent panels with subtle shadows. Ensure pointer/touch controls work without scrolling, keyboard controls prevent page scrolling for arrows/space, and the game is playable both desktop and mobile. There is no inventory, shop interaction, manual attack button, dialogue system, or additional level/map beyond the Village and Forest described above; combat and enemy targeting are automatic.