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Umbra Vale

  • 2d
  • platformer
  • metroidvania
  • action
  • fantasy
  • mobile-friendly
  • bosses
  • exploration
0
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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. Jhonnatan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Umbra Vale yet. Play it, then tell Jhonnatan what you would add next.

Make your own game

Umbra Vale was built by Jhonnatan 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 Umbra Vale 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 Umbra Vale

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 “Umbra Vale” as a playable 2D side-view action-platformer rendered on a responsive full-screen canvas, with a dark subterranean metroidvania mood. Use a fixed 960x540 logical room viewport scaled to the browser; each room is one screen wide with no camera scrolling. The visual style is minimalist hand-drawn geometric shapes: deep navy-to-black gradient background, layered translucent blue/purple mist waves, small floating pale-blue particles, dark indigo floors and platforms with thin icy-blue highlighted top edges, and soft glow effects in pale cyan, violet, pink, and gold.

Start with a Portuguese-language title overlay/card reading “Umbra Vale,” describing an original action-platformer inspired by metroidvania exploration, 60 phases, bosses and unlockable spells, and a prominent gradient button “Entrar no vale.” Once started, show a compact translucent rounded HUD panel at the upper-left with the title, subtitle “Exploração 2D — 60 fases, chefes e magias desbloqueáveis,” health as five filled/empty circular symbols, Focus/Mana from 0–99, current phase out of 60, whether the room is clear, and the currently equipped spell. Show spell pills beneath it; before finding an altar show “Encontre o primeiro altar.” At the upper-right render a 6-by-10 map grid representing all 60 rooms: unvisited rooms are dim, the current room is gold, cleared rooms are cyan, visited uncleared rooms are muted blue, and altar rooms have a gold outline. Show temporary centered translucent message banners when entering rooms, taking damage, clearing rooms, unlocking spells, resting, or casting unsuccessfully. On mobile, add translucent rounded touch controls along the bottom: left and right arrows, a jump arrow, an attack button marked with a star-like symbol, plus “Magia” and “Troca” buttons. Hide touch controls on wide desktop screens.

The player is a small pale masked/horned knight-like figure with a black cloak/body, tiny cyan eyes, blue accents, and a basic nail/sword. Draw the character from simple canvas geometry and animate a slight walking stride and horn bob. Start in room 1 with five health, zero Focus, and only the basic “Nail” weapon. Move horizontally with A/D or Left/Right arrows, jump with Space, W, or Up; desktop attack is J, spell is K, and cycle spell is L. Attack is a short cooldown melee swing with a visible arcing blade and a hitbox in front of the player. The player has gravity, platforms, coyote time/jump buffering, horizontal acceleration, and can fall off the bottom; a fall costs one health and respawns, while losing all health returns the player to the latest saved bench. Keep the player constrained to the room edges. Focus regenerates slowly over time and is also gained by hitting and defeating enemies.

Build 60 sequential rooms. Each room must be cleared by defeating all enemies before the glowing exit at the far right opens; walking through the right edge advances to the next room, and walking through the left edge returns to the previous room. Persist visited/cleared state. Use several repeating platform layouts: a full floor plus staggered raised platforms at varying heights, including layouts with low ledges, central high platforms, and alternating routes. Every tenth-ish progression should feel harder by increasing ordinary enemy counts (start with 2 and add one per ten rooms) and, from later rooms, enemy health increases.

Place healing/checkpoint moss benches in rooms 1, 10, 20, 30, 40, and 50 (zero-based room indexes 0, 9, 19, 29, 39, 49). These rooms have no enemies and contain raised platforms plus a visibly drawn bench near the left/center area. Press R, or attack while near the bench, to activate it: restore full health, add up to 50 Focus, and save the current room and position as the checkpoint. If killed, respawn at this latest bench with restored health and 40 Focus.

Ordinary rooms contain simple pink/magenta rectangular crawler enemies that patrol platforms, reverse at platform edges, and hurt the player on contact. Some rooms (room indexes where index modulo 6 equals 3) also contain a floating flyer that oscillates vertically and patrols horizontally. Enemies should flash/glow on hit, be knocked back, and disappear with a burst when defeated. Cleared rooms grant a little Focus and display a passage-open message. There are boss rooms at zero-based indexes 19, 39, and 59 (phases 20, 40, and 60), each with one larger violet boss, a visible pink boss health bar across the upper portion of the playfield, contact damage of 2, movement, and periodic pink arcing projectiles aimed toward the player. Boss health is 14 in room 20, 18 in room 40, and 24 in room 60. The final room is named “Santuário do Eclipse”; defeating its boss completes the game, overlays the canvas with a dark translucent victory screen reading “Vale Purificado” and “Você venceu a 60ª fase. Pode voltar para explorar qualquer banco salvo.”

Add four one-time altar/shrine rooms, available after the room is cleared, where a glowing gold orb appears and unlocks a spell: index 4 (phase 5) “Shade Bolt,” index 17 (phase 18) “Moth Lift,” index 31 (phase 32) “Soul Mend,” and index 47 (phase 48) “Void Dive.” Spell selection cycles only through unlocked spells and displays the active one in the HUD. Shade Bolt costs 30 Focus and fires a fast pale-cyan horizontal projectile that deals 2 damage. Moth Lift costs 38 Focus, launches the player strongly upward, resets double-jump use, and damages/knocks back nearby enemies; unlocking it also grants one midair double jump. Soul Mend costs 50 Focus, requires the player to be grounded and below full health, briefly roots/slows them, then restores one health after a visible gold healing effect. Void Dive costs 42 Focus, requires the player to be airborne, drives the player downward and creates a short-lived violet shockwave beneath them that deals 3 damage. If Focus is insufficient or the position requirement is invalid, show a brief Portuguese failure message. Use luminous circular impact and healing particles for combat and magic feedback.

Keep the overall interface dark, polished, and mobile-friendly: rounded translucent navy panels with subtle borders and blur, white/cool-blue text, gold for current-room/checkpoint/altar emphasis, cyan for cleared rooms and magic, violet for bosses, and pink for enemies and hostile projectiles. The game goal is to fight through all 60 rooms, activate benches, collect the four altar spells, defeat the three bosses, and purify the final sanctuary.

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