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Weaver Shadow

  • 2d
  • platformer
  • puzzle
  • browser
  • orthographic
  • character-switching
  • shadow
  • mirror-world
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. Sah J built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Weaver Shadow yet. Play it, then tell Sah J what you would add next.

Make your own game

Weaver Shadow was built by Sah J 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 Weaver Shadow 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 Weaver Shadow

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 2D puzzle-platformer titled “Weaver Shadow,” rendered with Three.js using an orthographic side-view camera. The game should use simple runtime-generated canvas textures and a dark minimalist aesthetic: deep navy normal-world background (#0b1220), purple-dark Mirror World background, flat rectangular platforms and walls, white/cyan Aria, translucent blue Shadow, red lantern enemies carrying glowing cream lanterns, gold keys, cyan collectible shards, cyan checkpoints, brown locked doors, green goal markers, and blue diagonally-striped Shadow Walls. Keep the camera centered on and smoothly following the currently controlled character, with gravity-based platforming and collision against rectangular geometry.

Core gameplay: Aria and her Shadow are two separate actors in each level, initially near one another. The player directly controls only the currently active actor, while the inactive actor remains in the world and is affected by gravity/physics. Move left/right with A/D or Left/Right; jump with W/Up; press Space to switch control between Aria and Shadow. Aria moves at about 7.5 speed and jumps at about 14.5; Shadow moves slightly faster at about 8.8 and jumps at about 14. Shadow can pass through blue Shadow Walls, while Aria collides with them. Both characters otherwise collide with active solid platforms, walls, doors, and moving platforms. The active character has a cyan ring beneath it and full opacity; the inactive character is slightly translucent.

While controlling Shadow, F fires a glowing purple projectile horizontally in the direction Shadow faces. It travels quickly for roughly 1.4 seconds, stops on ordinary solids but passes through Shadow Walls, triggers Shadow-only green switches, and stuns lantern enemies for about two seconds. Press M to toggle between Normal and Mirror World. Normal uses the navy background; Mirror uses a purple background and changes visibility/availability of world-specific geometry. In the final level, a purple mirror-only bridge appears in Mirror World and a mirror-only door is present; enemies are less effective/less visible in Mirror World. Show brief bottom-center toast messages for events such as switching actor, changing world, collecting a shard/key, triggering a switch, setting a checkpoint, unlocking a door, enemy stun, damage, or entering a level.

Build exactly three sequential levels. Level 1 is “Level 1: Tutorial”: a long ground row bounded by tall side walls, with ascending step platforms, a vertical Shadow Wall, three floating cyan memory shards, one checkpoint, and a green goal at the upper-right. Include instructional signs reading “Arrows / A D to move,” “Space swaps Aria and Shadow,” and “Shadow can cross blue walls.” Reaching the green goal advances to Level 2.

Level 2 is “Level 2: Dual Puzzles”: provide a long ground and ascending ledges, two vertical Shadow Walls, a gold key on the left, three memory shards, a checkpoint, a locked key door near the right goal, and a second initially closed door opened by puzzles. Include a green switch marked as Shadow-only and a pressure plate that can be activated by either actor. The Shadow switch can be activated by the Shadow projectile or by the Shadow overlapping it; the pressure plate activates when Aria or Shadow overlaps it. These triggers open their linked doors. Add one red lantern enemy patrolling near the right side with a visible translucent circular vision radius; it patrols, detects the active actor at short range, chases, searches the last seen position, attacks on contact, and can be stunned by Shadow Throw. Include signs “Grab the key,” “F fires Shadow Throw,” and “Avoid the lantern.”

Level 3 is “Level 3: Final Weave”: use a longer ground, multiple rising ledges, two Shadow Walls, a horizontally moving platform between x positions, a mirror-only elevated bridge, a key-operated final door, a mirror-world Shadow door, four memory shards, a checkpoint, a Shadow-only green switch, and a pressure plate that opens the final gate. Place two patrolling lantern enemies in separate regions, each with patrol/chase/search/attack behavior and a vision circle; Shadow projectiles stun them. Add signs “M flips the Mirror World,” “Ride the platform,” and “Plate opens the final gate.” Put the green goal at the far upper-right; touching it after the required traversal ends the game with a Victory screen.

Rules and progression: collect gold keys to unlock matching doors by touching them while controlling either actor; consume the required key. Collect cyan memory shards to increase the collectible count. Touching a cyan checkpoint updates the respawn position. The player has 5 hearts/health shown in the HUD; falling below the level or being hit by a lantern causes one damage, brief invulnerability/blinking, and respawn at the checkpoint, while zero health displays Game Over. Include simple audio feedback if possible for jumping, collecting, damage, switching, doors, checkpoints, shooting, Mirror World, and victory, but do not add mechanics beyond those described.

Interface: On the main menu show a centered dark rounded card with the title “Weaver Shadow,” the subtitle “Aria can split from her Shadow. Swap between them, bend the Mirror World, and thread both halves through layered platform puzzles.”, and New Game, Continue, and Quit buttons. Continue should load a saved game if available; Quit should report that it is unavailable in a browser preview. During play, show a translucent upper-left HUD with level name, heart health display, Keys count, Collectibles count, active actor (Aria or Shadow), world (Normal or Mirror), and a control hint line. Esc pauses and opens a Paused overlay with Resume, Restart Level, and Main Menu. Game Over offers Retry Level and Main Menu. Victory reports that Aria and her Shadow crossed the final weave and shows the collectible total, with Main Menu and Play Again. Persist level, health, keys, collectibles, checkpoint, world state, collected item IDs, and both actor positions in localStorage. Add touch controls for mobile/coarse pointers: circular left/right buttons at lower-left, jump at lower-right, switch/shoot/mirror buttons above them, and a pause button in the upper-right. Use large readable white text, cyan-blue translucent circular controls, rounded dark overlays, and no decorative art beyond the flat generated textures and signs.

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