Arcade › Undertale1
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Undertale1 was built by Ti Tik 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 Undertale1 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.
Rebuild a playable browser game titled "UNDERTALE1" / "The Save File That Should Not Exist" as a deliberately unfinished, eerie retro RPG. Use a fixed 320x180 internal canvas scaled responsively with crisp pixelated rendering, centered on a nearly black page, with no smoothing. The visual language is low-resolution pixel art made from dark navy/teal/purple backgrounds, blocky 4–12 pixel shapes, sparse noise specks, thin mint/teal/gold outlines, monospace pixel-like text, and very limited color clusters. The title screen should be almost black with horizontal dark blue-green bands, subtle noise, the small subtitle "a forgotten build," a large cream "UNDERTALE1," mint text "THE SAVE FILE THAT SHOULD NOT EXIST," a centered outlined button reading "Z START," and the footer "X LOAD C ARCHIVE." Start with Z or Enter; C opens the archive screen. The archive is an "UNDERTALE1 / ASSET BIBLE" page listing the visible lore/build notes: "A completely original forgotten-build concept," visual 160x90 pixel logic, worlds Mourning Meadow / Trading Plaza / Sealed Dark / The Room That Isn’t, six color blades plus three erased identities and one world-valued secret, the Admin Sphere, sparse square/triangle-wave audio, local browser save data, and "PRESS Z TO RETURN." The main game is a top-down exploration RPG with a single-screen room camera and no scrolling. Display the room name in the upper-left and a small control hint: "Z interact X menu C save." The player is a tiny blocky humanoid with a cream face/head, dark eyes, red torso, and dark feet. Move freely with Arrow keys or WASD inside the room bounds; movement pauses during dialogue and menus. The player begins in MOURNING MEADOW with HP 24/24, 12 gold, inventory "Moss Biscuit," "Bent Knife," and "Old Key," and the Bent Knife as weapon. Implement exactly three connected explorable rooms. MOURNING MEADOW has a dark green ground, darker wall border, scattered stones/grass, an old sign reading "MOURNING MEADOW," a normal cyan/teal portal at the left labeled "TRADING," and a purple dark portal at the right labeled "SEALED DARK." Place three blocky NPCs/enemies: MOTHKIN near the upper-middle-left, ARCHIVIST PEL on the right, and a PEBBLE WRAITH around the lower middle. Mothkin dialogue cycles through: "I am waiting for the wind to remember me.", "The portal sells things that were never made.", and "If the dark door hums, pretend you did not hear it." Archivist Pel says: "Nine swords. Six colors. Three lies.", "The seventh was erased from the box art.", and "Do not ask who keeps the save files." The Pebble Wraith is initially present and can be approached/interacted with to begin battle. The left portal transitions to TRADING PLAZA, placing the player near its opposite portal; the right portal does not unlock and instead flashes "SEALED UNTIL THE NINTH BLADE." TRADING PLAZA uses a dusky purple ground with striped/checkered decorative blocks, a central shop sign/window reading "TIN / TAG / RUMOR," "— TRADE WINDOW —," "BUY NOTHING," and "IT IS ALL USED." Place TIN VENDOR beside it. Vendor dialogue cycles through "Fresh rumors! Slightly dented!", "Trade a Moss Biscuit for a Mystery Tag?", and "The Plaza is not on any map I sell." A portal on the right labeled "MEADOW" returns to the meadow. There is no actual shop purchase mechanic beyond dialogue. THE SEALED DARK is reached only visually through the meadow portal state but is not accessible through normal interaction; if the player reaches/uses the dark portal, show a dark purple room with "ACCESS DENIED," "THE DOOR REMEMBERS YOUR NAME," a sealed central doorway marked "???" and "The dark portal rejects you." Interacting there flashes "THE WALL SAYS: NO." Use a dialogue box across the bottom with a dark fill, mint border, speaker name in the speaker’s color, wrapped cream text, and "Z next." Z advances dialogue and closes it after its lines. Z near portals, NPCs, or the wraith performs the relevant interaction. X toggles a FIELD MENU / ARCHIVE overlay. The menu shows HP and GOLD, the inventory list, and a LEGENDARY SWORDS list with lore entries: RED "Heat of the first argument," GREEN "A promise made under leaves," BLUE "A quiet cut through memory," ORANGE "Never point it at a clock," YELLOW "The blade that finds lost doors," PURPLE "A royal color with no kingdom," then three gray ??? entries including "The seventh was removed from the save," "The eighth sleeps in a room that is not there," and "The ninth is worth more than the world." Initially all swords are shown as not found. Menu footer: "Z close C save L load." C writes a local browser save containing room, player, HP, inventory, swords, and flags, then flashes "SAVE FILE WRITTEN." L loads it and flashes "SAVE FILE LOADED." If no save exists, flash "NO SAVE FILE FOUND." Include turn-based bullet-dodge battles against the Pebble Wraith. The battle screen is black with header "BATTLE // UNVERIFIED BUILD," enemy name/color, HP bar, and a framed central dodge arena. The enemy intro is "A pebble remembers being a mountain." At the command menu offer four choices navigated by arrows/WASD: FIGHT, TALK, MERCY, ITEM, with Z to confirm. FIGHT with the Bent Knife deals 7 damage to the Pebble Wraith; TALK increments its mercy state and displays "The wraith remembers a mountain joke."; MERCY succeeds only after TALK, displays "The pebble wraith rolls away, relieved," marks the wraith defeated, and returns to the room; ITEM consumes a Moss Biscuit and restores 8 HP up to 24, displaying "You eat a Moss Biscuit. It tastes like a basement." If no biscuit remains, display "Your pockets contain only lint." After most commands, enter a dodge phase: show the red player heart in the arena, several small orange and violet memory-fragment bullets moving and wrapping/bouncing, and the instruction "DODGE THE MEMORY FRAGMENTS." Move the heart with arrows/WASD for about 180 frames; bullet contact removes 1 HP. On death restore the player to full HP with the message "You wake beside the old sign." When the wraith is defeated by FIGHT, add "Cracked Rune" to inventory; when defeated by MERCY, mark the same defeated flag. End the battle after victory and return to exploration. Remove the wraith from the meadow once its flag is set. Use minimal original square-wave/chiptune-style audio if available: sparse repeating motifs for title, meadow, plaza, battle, and boss-like dark tones, with short synth sound effects for confirmations, portals, damage, and save flashes. Support desktop keyboard controls and simple touch controls on mobile: directional buttons, Z action, and X menu. Keep all text and mechanics faithful to this intentionally incomplete forgotten-build presentation; do not add scrolling, extra rooms, extra enemies, combat systems, shops, or endings not described here.