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Whiskerfall

  • 2d
  • platformer
  • pixel-art
  • side-scroller
  • action
  • fantasy
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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. Shiloh Henkle built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Whiskerfall yet. Play it, then tell Shiloh Henkle what you would add next.

Make your own game

Whiskerfall was built by Shiloh Henkle 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 Whiskerfall 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 Whiskerfall

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 “Whiskerfall” as a compact 2D side-scrolling pixel-art platformer rendered on a 320x180 canvas, scaled to fill the browser with nearest-neighbor/crisp pixel edges. The tone is a moonlit animal tale: dark navy/teal backgrounds, muted silhouettes, warm cream collectibles, and a small orange fox-like cat protagonist with ears, eye, and tail. Keep the game visually simple and blocky, using rectangles and triangles rather than detailed illustrations.

Camera and world: use a horizontal world about 2800 pixels wide with a smooth camera that follows the player while keeping the player roughly 110 px from the left, clamped near the world ends. The player starts near x=70 in the first area. The ground is made from connected rectangular platforms at y=150, with a thin brighter accent strip along their top edges; add elevated rectangular platforms for jumping. Draw repeating distant vertical tower/forest silhouettes with parallax movement behind the platforms.

There are three sequential themed areas, each with its own background, distant silhouette, ground, and accent colors. Area 1, “Mosslight Grove” (x=0–920), uses a very dark blue-green background, teal silhouettes, green ground, and pale mint platform tops. Include raised platforms around x=170, 310, 455, 610, and 760. Area 2, “Emberroot Warrens” (x=920–1840), shifts to dark burgundy/red-brown scenery with orange accents and a more vertical platform layout around x=1010, 1110, 1240, 1350, 1485, 1610, and 1740. Area 3, “Moonwell Citadel” (x=1840–2800), uses deep midnight blue/purple scenery, violet ground, and lavender accents, with raised platforms around x=1900, 1980, 2070, 2160, 2250, 2350, 2440, 2540, and 2630. The player automatically enters the next area after passing x=840 in the grove and x=1760 in the warrens; set checkpoints at x=920 and x=1840 and show a brief text announcement for each transition.

Player and controls: the avatar is a tiny orange fox/cat, approximately 12x16 px, with two pointed ears, a dark eye, and a darker tail sticking left. Use keyboard A/D or left/right arrows to move, W, Space, or up arrow to jump, J to attack, K to dash, and E to talk. Provide equivalent on-screen touch buttons for left, right, jump, attack, and dash on coarse/mobile pointers. Horizontal acceleration should feel responsive but slightly momentum-based, with a maximum speed around 2.8; gravity is about 0.34, jump velocity about -7.3, and falling is capped. Allow jumping only while grounded. Dash in facing direction at about speed 7, with a short cooldown and brief invulnerability. The attack is a short horizontal pale-gold slash in front of the player, active briefly; it damages nearby enemies only when they are in front of the facing direction and knocks them back. The player has 5 hearts, takes damage from hazards/enemies, gets brief invulnerability after being hit, and respawns at the current checkpoint with full health if they fall or lose all health.

Hazards, enemies, and collectibles: place small red three-point spike clusters on the ground at x=270, 390, 560, 820, 1038, 1185, 1420, 1690, 1950, 2120, 2320, and 2510. Contact costs one heart. Place ten floating, glowing cream/yellow moon shards that gently bob vertically: approximately (205,105), (338,90), (490,112), (680,84), (1090,64), (1375,72), (1510,44), (1988,62), (2260,40), and (2460,56). Collecting one removes it and increments the shard counter; show a HUD count as “✦ n/3” even though more than three shards exist. Add six simple patrol enemies, each active only in its area: a pale moth near (530,118), a mole-like creature near (805,112), a badger-like creature near (1160,68), a ram-like creature near (1540,48), a pale owl near (2020,66), and a hound near (2390,92). Give them small blocky bodies and dark square eyes, have them move slowly back and forth and occasionally reverse direction, and let contact damage the player. Give them increasing health roughly 2, 2, 3, 3, 4, and 5 respectively.

NPC and progression: near the start of Mosslight Grove, place Morrow the Bell-Raven at x=120 as a dark purple vertical figure with a lavender head and small golden bell/highlight. When the player is close and presses E, show a dark translucent dialogue panel with a gold border and the text: “The moon forgot its name. Bring me 3 shards, and I’ll open the old path.” Label it “Morrow the Bell-Raven.” Area changes and other events should also use brief dialogue boxes near the bottom of the screen.

Final encounter: when the player reaches x>2580 in Moonwell Citadel, awaken a large pale lavender/white hound at about x=2660, y=105, drawn larger than normal enemies (roughly 26x38) with ears and dark eyes. Display a boss bar at the top center: a pale bar with a pink fill based on a 14-point boss health value. The player’s attack can reduce this boss health when close. Label the current area HUD with “// BOSS” while active. Start the encounter with the message “THE PALE HOUND wakes beneath the citadel.” When its health reaches zero, show the ending message “The moon has a name again. You are the keeper of Whiskerfall.” and mark the game as won, displaying “// THE END” in the status HUD.

HUD and presentation: overlay a fixed monospace HUD on top of the canvas. At top left show “WHISKERFALL // a moonlit animal tale” in warm yellow with letter spacing and a subtle shadow. At top right show the current area name, plus “// BOSS” when applicable, in pale blue-green. At bottom left show hearts as repeated “♥” characters, then the shard counter; use a dark translucent box with a purple border. Center the bottom help text: “A/D or ◀▶ move · W/Space jump · J attack · K dash · E talk”. Hide that help text on coarse touch devices and show translucent rounded touch controls instead. Dialogue should be a dark translucent rectangular panel with a gold border, cream text, and a gold speaker name. Include slight screen shake on damage and attacks. Keep the overall aesthetic restrained, atmospheric, and pixelated, with no invented menus, inventory, ranged weapons, or extra systems.

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