Arcade › Veil Below
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.
Nobody has said anything about Veil Below yet. Play it, then tell 24_Muhammad Nafis Dzulfahmi what you would add next.
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.
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 2.5D dark-fantasy action RPG called “Veil Below,” viewed as a side-scrolling platformer with a fixed orthographic camera. The world is a long horizontal route through underground ruins, with the player moving left and right across platforms while the camera smoothly follows horizontally. Use a very dark navy/black background and fog, layered parallax architecture, stone walls, pillars, arches, bridges, ledges, scattered glowing violet crystals, drifting dust, and cyan fireflies. Lighting should be moody and magical: cool blue moonlight, violet rim light, emissive purple crystals, and occasional gold shrine accents. Use low-poly 3D geometry and imported low-poly fantasy character/creature models, presented as a cinematic 2.5D scene. The player is a small armored fantasy knight/veil warrior, beginning at the far left of the Forgotten Caverns near a glowing checkpoint shrine. The character can walk or run horizontally, face the direction of travel, jump, and double-jump. Apply simple gravity and keep the character on the main floor/platform unless jumping. The route should extend through these named regions, changing the background/fog tone and briefly showing a large centered area banner when entering each: THE FORGOTTEN CAVERNS, WHISPERING FOREST, THE SUNKEN CITY, CRYSTAL DEPTHS, ASHEN FORTRESS, and THE ABYSSAL CORE. Include visible landmark platforms such as an upper cavern ledge, forest bridge, city walkway, crystal bridge, fortress floor, and core floor. Place an initially sealed glowing gate around the forest transition; the player cannot pass it until the guardian is defeated, then the gate disappears and the route opens. Core combat: the knight has quick light melee attacks and a slower heavy melee attack, both striking enemies in front of the player at short range. Light attacks deal about 38 base damage and heavy attacks about 85 base damage, with a weapon upgrade increasing damage. Show hit particles, colored impact bursts, attack animations, knockback, stagger, and a small camera shake. Add a ranged blue magic projectile/skill that costs energy and travels horizontally, damaging enemies it touches. Add a dash that moves the player quickly in the facing direction, costs energy, grants brief invulnerability, and emits blue particles. Add a healing action that costs energy and restores vitality. Energy regenerates over time. The player begins with a “double jump” ability; defeating the main guardian awards a “shockwave” ability, and the HUD should label the current ability as “Q: VOIDSTEP” initially or “Q: SHOCKWAVE” after unlocking it, even though the implemented active skill is the ranged magic/dash system. Populate the route with hostile low-poly creatures: a squaresquid near the caverns, a hexabear, an xenguin on an upper platform, a boargram in the Sunken City, a hexowl in the Crystal area, a trihound elite with more health, another squaresquid later in the route, and a large boss called THE VEIL WARDEN near the sealed gate. Enemies pursue the player horizontally when active and periodically damage the player at close range; they can be staggered by attacks. The Veil Warden has a large health pool, a boss health bar shown at the top center when the player is near it, and a more powerful attack/telegraph. The gate displays a clear sealed/blocked state until the Warden is defeated. Defeated enemies vanish and award “shards” currency; the Warden awards substantially more shards and unlocks the next progression state. The opening menu should cover the game with a dark radial violet-black background and elegant serif typography. Display the title “VEIL BELOW,” subtitle “THE DEEP REMEMBERS,” buttons for CONTINUE, NEW DESCENT, and CONTROLS, and the description “Original 2.5D dark-fantasy action RPG / Explore the ruins. Listen for the call beneath them.” Continue a saved descent, or start a new one by clearing saved progress. Persist checkpoint, shards, abilities, quest state, cosmetic choice, weapon level, and boss defeat in browser local storage. HUD during play: top-left show three labeled horizontal bars—VITALITY in rose/red for health, AEGIS in blue for energy, and FOCUS in violet for the focus resource. Top-right show current area name, “SHARDS” count, ability label, current objective, and markers such as “! Quest · ◆ Shop · ✦ Skill.” At bottom center show a dark translucent hint panel with controls. When near the boss, show “THE VEIL WARDEN” and a rose boss health bar at the top center. Use a centered translucent dialogue panel for NPC conversations. Add these interactions and landmarks: a glowing checkpoint shrine near the start that restores health, energy, and focus and saves progress; a Lantern Witness NPC in the early caverns who opens dialogue and changes the quest from “Speak with the Lantern Witness” to “Reach the sealed gate beyond the forest”; a Rootbound Market interaction with an Ember Tonic purchase for 25 shards, an Edge Forge weapon damage upgrade for 60 shards, and a Skill Trainer for 90 shards that unlocks double jump or shockwave; and a customization interaction with selectable appearance color styles such as Violet Veil, Ash Mantle, Moon Mask, Ember Mask, Silver Edge, and Sunken Gold. Include modal screens for a Fragmented Map listing all six regions, a Veil Loadout/inventory screen, quest log, market, customization, and pause/save. Controls must work on keyboard and mouse: A/D or arrow keys move, Space jumps and double-jumps, J or left mouse performs a light attack, U performs a heavy attack, Shift or K dashes, L or right mouse casts the ranged skill, O or R heals, E or F interacts, M opens the map, Tab opens inventory, G opens the quest log, B opens the shop, C opens customization, Q displays the ability-ready hint, Escape pauses, and R revives at the shrine after death. Include responsive touch controls on small screens with left/right, jump, attack, dash, and spell buttons. Death should show a message indicating that the Veil takes the player back and allow revival at the saved shrine/checkpoint. Use animated character actions where available, smooth UI transitions, emissive particles on attacks and shrines, and restrained camera shake to reinforce impacts.