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Veil Below

  • 3d
  • side-scroller
  • action-platformer
  • fantasy
  • metroidvania
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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. 24_Muhammad Nafis Dzulfahmi built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Veil Below yet. Play it, then tell 24_Muhammad Nafis Dzulfahmi what you would add next.

Make your own game

Veil Below was built by 24_Muhammad Nafis Dzulfahmi 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 Veil Below 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 Veil Below

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 browser-playable 3D side-scrolling action-platformer titled “Veil Below.” Use Three.js or an equivalent engine with an orthographic side camera looking across the X/Y plane, with depth used for layered scenery and shadows. Keep the visual presentation dark, atmospheric, and restrained: near-black navy background (#090914), purple/blue moonlit lighting, fog, low-poly geometric models, glowing violet crystals, and an elegant gothic serif HUD. The camera should smoothly follow the player horizontally while distant scenery parallax-scrolls more slowly.

Build one continuous horizontal level from approximately x=-23 to x=29. The player begins near x=-20 in “THE FORGOTTEN CAVERNS,” on a broad ground platform. The level includes a raised ledge around x=-10, a bridge around x=10, and a temple floor toward x=22. Populate the cavern with dark stone walls in the back, purple glowing crystals, pillars, rocks, pine/forest scenery, a ruined wall, and a temple gate near the far right. Use simple low-poly forms if external assets are unavailable. The world should feel like forgotten underground ruins rather than a bright fantasy landscape.

The player is a small masked veil warrior: a dark cylindrical body, purple cloak-like block, pale mask/head, glowing eye, and a pale angled blade. Start the player at roughly (-20, 1.15). Support keyboard controls: A/D or Left/Right to move, Space to jump, J to perform a close-range sword attack, K to dash, L to fire a forward magical spell orb, I to heal, E to interact, M to open/close the map, Escape to pause, and R to revive after death. On touch/mobile layouts, show left/right buttons and buttons for jump, attack, dash, and spell.

Implement the core movement and combat rules. Horizontal movement speed is about 4.2 units/second, with facing direction determining attack and spell direction. Apply gravity and jumping; jump velocity is about 8.4 with gravity around 22. Initially allow one jump, then unlock a “double jump” ability after defeating the Warden. Prevent the player from leaving x=-23..29. The player has 100 VITALITY/HP and 100 AEGIS/energy. Energy regenerates at about 10 per second. Dash moves the player about 2.2 units in the facing direction, costs 18 energy, grants brief invulnerability, and has a short cooldown. Spells cost 25 energy, travel forward up to about 9 units, and deal ranged damage. Healing costs 30 energy, restores 35 HP, and cannot exceed maximum HP. Attacks have a short cooldown, hit nearby enemies only in front of the player, and deal 35 damage. Show brief colored particle bursts for attacks, damage, spells, healing, and dashes.

Place three ordinary crawling enemies around x=-5, x=4, and x=14 on the platforms, plus a larger “THE VEIL WARDEN” boss around x=24. Ordinary enemies have 45 HP, move toward the player at about 1.1 units/second with slight oscillation, and deal 10 damage when close during their attack timing. The Warden has 260 HP, uses a larger dark-purple body with a glowing horn-like detail, moves with a slow oscillation, and can damage the player for 22 when its attack timing triggers within range. Defeated normal enemies disappear and award 12 shards and a small amount of XP when killed by melee (spell kills award 8 shards); defeating the Warden awards 80 shards, XP, and unlocks “double jump.” Display a boss health bar at the top center whenever the player is within roughly six units of the Warden, with the name “THE VEIL WARDEN.”

Add a glowing checkpoint shrine near x=-19. When the player interacts there, restore HP and energy to full, bind/save the checkpoint, and show the message “Checkpoint bound. The Veil remembers your name.” If the player dies, show a death hint indicating that R returns them to the shrine; pressing R restores full HP/energy, returns the player to the shrine start position, and revives ordinary enemies (but does not revive the Warden). Crossing beyond x=11 should set a progress checkpoint and display the hint “A shortcut opens behind you. The Ashen Fortress lies beyond the gate.”

Include an interactable narrative point around x=2. Pressing E nearby opens a modal dialogue from “THE LANTERN WITNESS” with the exact text: “You woke beneath a kingdom that forgot the sun. If the deep is calling, it knows what you were.” Include a Continue button to close it. Save persistent checkpoint, unlocked abilities, and shard currency to localStorage under a game save, and restore them when loading.

Build the HUD to match the screenshot: fixed overlay over the game, upper-left bars labeled “VITALITY” and “AEGIS,” each with a thin pale border and dark backing; vitality uses a red/pink gradient and Aegis uses a blue gradient. Upper-right text shows the current region, “SHARDS 0” initially, and “ABILITIES: —” initially, changing to list “double jump” after the boss. Region labels should be “THE FORGOTTEN CAVERNS” before x=8, “THE SUNKEN CITY” after x=8, and “THE ABYSSAL CORE” after x=20. Put a centered bottom hint panel with translucent near-black purple background, thin purple border, and the controls text: “A / D move · SPACE jump · J attack · K dash · L spell · I heal · M map · ESC pause.”

M should open a full-screen-ish translucent panel titled “FRAGMENTED MAP,” showing a horizontal route of four rooms connected by arrows: Forgotten Caverns, Whispering Forest, Sunken City, and Abyssal Core. The current/discovered room should use a stronger crimson/purple highlight. Escape should open a dark pause overlay with the title “VEIL BELOW,” subtitle “THE DEEP REMEMBERS,” and buttons for Resume and Save at checkpoint. Keep the type treatment literary/gothic: pale lavender text, wide letter spacing, subtle glow/shadow, thin purple borders, and minimal UI clutter. On narrow screens, adapt the HUD and display touch controls along the bottom corners while retaining the same mechanics and dark visual style.

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