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Wanderblade

  • 2d
  • top-down
  • pixel-art
  • action-rpg
  • exploration
  • questing
  • boss-battle
  • mobile-friendly
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. zdixon321 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Wanderblade yet. Play it, then tell zdixon321 what you would add next.

Make your own game

Wanderblade was built by zdixon321 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 Wanderblade 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 Wanderblade

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 game titled “Wanderblade,” a top-down 2D pixel-art exploration RPG on a full-screen canvas. Use a dark navy interface, crisp pixelated rendering, simple colorful sprite/fallback shapes, and a large scrollable open world measuring roughly 2400x1700 world units. The camera follows the player and clamps to the world edges. The world is a green meadow made from tiled procedural-looking grass variations, with scattered small stones, dark blue lake/pond ellipses, and broad tan paths connecting the major locations. The starting area is near the northwest at approximately (240,260), and the player is a small adventurer sprite with a shadow, a light tunic, and a rusty sword. Show a minimap in the upper-right with the player and discoverable world markers.

Core loop: freely explore, walk near an object, and press E to interact. WASD or arrow keys move, with diagonal movement normalized. K attacks. Also provide mobile touch controls: a four-direction D-pad at bottom-left and circular E and K buttons at bottom-right. Keep movement active during battles, making combat an action/dodge encounter rather than a static menu. The player starts with HP 100/100, 35 coins, 2 healing potions, a Rusty Sword doing 16 base damage, normal attack range about 76, and zero allies. Display a fixed upper-left HUD panel with the title, HP, coins, potions, weapon, ally count, active quest count, and a short control hint (“WASD move · E talk/open/shop · K attack · Explore at your own pace”).

Populate the map with these named, persistent objects and approximate positions: friendly NPC Mira at (390,290), friendly NPC Bram at (1010,585), merchants Ivy the Merchant at (650,360) and Rune Trader at (1640,1010), Meadow Chest at (810,245), River Chest at (1210,830), Boss Chest at (2035,1245), Slime Patrol at (780,575), Bandit Trio at (1420,520), and the boss The Iron Bramble at (2010,1060). Render friends as friendly pixel characters with name labels and quest punctuation above them, merchants as simple stalls with “Shop,” chests as brown/gold treasure boxes that become empty after opening, normal enemies as red hostile figures, and the boss as a larger dark-purple hostile figure with a gold accent. Label objects in the world.

Mira and Bram can be talked to repeatedly. The first conversation recruits the NPC as an ally and permanently increases player damage by 4; show the ally in the HUD and make each ally add +3 damage in battle. Mira offers the optional quest “Mira’s Slime Trouble”: defeat the two-enemy Slime Patrol, then return to Mira for +50 coins and +1 potion. Bram offers “Bram’s Lost Cache”: open the River Chest, then return to Bram for +40 coins and +3 weapon damage. Use quest markers: yellow “!” while available/active and green “?” when the objective is ready to turn in. Bram joining should also make enemy locations appear on the minimap. Quests are optional and have reminder and completion dialogue; completed NPCs can still be revisited.

Opening a chest immediately grants its stated loot and changes it to empty: Meadow Chest gives 30 coins and 1 potion, River Chest gives 55 coins and 1 potion, and Boss Chest gives 100 coins and 2 potions. Merchants open a centered modal shop panel. The shop sells Healing Potion for 18 coins (+1 potion), Steel Sword for 80 coins (sets attack damage to at least 25), Sun Greatsword for 150 coins (sets damage to at least 38), and Spark Pistol for 120 coins (sets a longer battle range of 145, weapon name Spark Pistol, and damage at least 22). Reject purchases when the player lacks coins, and provide visible purchase and interaction messages.

Starting a battle happens by pressing E or K near a hostile, or automatically when the player gets extremely close. Keep the player’s WASD movement, but increase battle movement speed to about 250. Put a translucent dark overlay over the world, retain the following camera/world positions, draw a bordered battle area and a centered “BATTLE” or “BOSS BATTLE” heading, and show enemies pursuing the player. At the top center, display horizontal HP bars for the player and every opponent, with names and numeric current/max HP. The Slime Patrol contains Green Slime (36 HP, 6 damage) and Blue Slime (32 HP, 5 damage). The Bandit Trio contains Bandit (52 HP, 8 damage), Archer (42 HP, 10 damage), and Guard (64 HP, 7 damage). The Iron Bramble boss has 180 HP and deals 14 damage. Enemies move toward the player and periodically damage the player when close; multiple nearby enemies can combine their damage. The player’s K attack has a cooldown (about 0.48 seconds, or 0.34 with the pistol), targets the nearest living enemy in range, and deals weapon damage plus ally bonus plus a small random amount. Show brief hit flashes, attack effects, and combat messages. If no target is close enough, show a short “get closer” or “too far” message. Automatically consume a potion whenever HP drops to 26 or lower, healing 45, if any are available.

Defeating all opponents awards coins and marks the encounter permanently defeated. Normal encounters award 42 plus 16 per enemy (74 for slimes, 90 for bandits); defeating the boss awards 140 coins and marks the boss defeated. Defeated enemies disappear from the world. If the player falls in battle, escape them back to the starting camp at (240,260), restore them to 45 HP, end the battle, and show a recovery message. Include the one-way progression feel of discovering allies, loot, shops, optional objectives, two normal battles, and ultimately the boss, but do not force a linear quest order.

Use a clean responsive HUD matching the visual style: dark translucent rounded panels with pale borders, gold/yellow pixel-style title text, white/light-blue stats, centered bottom message boxes for contextual dialogue and results, and a modal merchant panel. Near an interactable in the world, show a bottom-center prompt such as “Press E: Talk / quest,” “Open chest,” “Shop,” or “Battle.” Begin with the message “Explore the world. Friends, chests, merchants, enemies, and a boss are waiting.”

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