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Arcade › Whisperwood Quest
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Whisperwood Quest was built by MUHAMMAD ZAKRIA 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 Whisperwood Quest 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 2D side-view platformer titled “Whisperwood Quest,” rendered in a 960x540 canvas that scales responsively to the browser. The game uses a colorful, friendly enchanted-forest aesthetic: each level has a flat sky-colored background with a faint forest image overlay and dark purple silhouetted tree shapes; platforms are dark teal-green rectangles with a bright mint-green grassy top edge and small pale highlights. Use a tiny purple cartoon duck/forest hero sprite, turquoise crystal coin sprites, and pink/purple slime enemy sprites. Keep the camera effectively fixed on the full 960-pixel-wide playfield; although the player moves horizontally, the entire level remains visible rather than scrolling. Begin with a full-screen dark translucent overlay and centered rounded dark-purple card. Show the large gold title “Whisperwood Quest,” explanatory text about guiding a tiny forest hero through three enchanted clearings, collecting every crystal coin, dodging grumpy slimes, and entering the glowing portal, plus a mint-green “Enter the forest” button. Beneath it show the controls: “Move: A/D or ◀ ▶ · Jump: W / Space / ⬆”. The underlying HUD remains visible: at top left a rounded pill showing the current area and level, initially “Mosslight Meadow • Level 1”; at top right a rounded pill showing a blue diamond icon, collected/total crystals, and red heart health, initially 0/4 and 3 hearts. On touch devices, provide large bottom-left left/right arrow buttons and a bottom-right pink jump button with an up arrow. Implement three sequential fixed-screen levels. The player starts with 3 health in each newly built level, and collecting all crystals is required before the portal can advance. Level 1 is “Mosslight Meadow,” with sky #78d4d0, green ground, spawn around (80,390), a glowing portal near the far right around (900,360), a solid floor from y=470, raised platforms around (150,380,150x20), (390,320,140x20), and (650,400,130x20), four crystals around (210,330), (445,270), (705,350), and (840,420), and two slimes patrolling near x=330 and x=560 on the ground. Include one horizontally moving hidden platform around x=550,y=250 that oscillates by about 70 pixels. Level 2 is “Moonpetal Grove,” with purple sky #725ec2 and muted purple ground, spawn around (60,380), portal around (895,280), floor at y=470, raised platforms at approximately (100,365,130x20), (300,420,120x20), (470,315,150x20), (700,380,120x20), and (820,250,100x20). Place five crystals at approximately (140,315), (340,370), (520,265), (750,330), and (865,200), four patrolling slimes near x=250, 430, 640, and 770, and a moving platform centered around (640,220) with the same horizontal oscillation. Level 3 is “Starfall Hollow,” with deep navy-purple sky #30245f and blue-purple ground, spawn around (50,360), portal around (900,200), floor at y=470, and platforms at approximately (80,350,120x20), (250,280,130x20), (430,390,120x20), (590,300,120x20), (760,240,120x20), and (850,150,110x20). Place six crystals at approximately (120,300), (300,230), (470,340), (640,250), (810,190), and (900,100), five patrolling slimes near x=205 and 390 on the ground, x=540 on a raised area, x=720 on the ground, and x=830 on an upper area. Add the moving platform around (430,345). Use simple platform physics: horizontal acceleration toward left/right input with a maximum movement speed around 210, gravity around 1500, and jump velocity around -610. Support keyboard A/D and arrow keys, with W, Space, or Up Arrow jumping only while grounded; touch controls should mirror these actions. Clamp the player within the horizontal playfield. Land on platforms only when falling from above. Falling below the screen causes damage and respawns the hero at the current level’s spawn point. Slimes patrol back and forth roughly 70 pixels from their home positions, moving about 45 pixels per second in the first level and progressively faster in later levels. If the player lands on a slime while descending, defeat the slime, bounce upward, and emit pink particles; otherwise touching a slime costs one heart, emits particles, respawns the player, and displays a brief message such as “Ouch! Watch the slimes.” Crystals disappear when touched and emit bright aqua particle bursts. Show short centered gold/white status messages such as “Find the crystal coins!” at game start and “A deeper clearing awaits…” when entering the next clearing. The portal should be a prominent glowing aqua-white elliptical ring with a radial glow. Only allow passage when every crystal in the current level has been collected; touching it then loads the next level and resets that level’s player, enemies, crystals, and health. After all three levels, show a centered dark-purple completion overlay titled “Forest complete!” with text explaining that every crystal across all three clearings was gathered and the heart of Whisperwood was found, plus a “Play again” button. If health reaches zero, show an overlay titled “The forest needs you” with text that the slimes won this run and invite the player to try the clearing again, also with “Play again.” Use rounded translucent dark-purple HUD pills, gold title typography, pale lavender body text, mint-green start/restart buttons with a darker pressed shadow, and a pink jump control. Add small square particle effects for jumps, crystal pickups, slime defeats, and damage. Keep the UI responsive, touch-friendly, and visually consistent with the supplied screenshot.