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RPG Wildnature

  • idle-rpg
  • arena
  • fantasy
  • browser
  • incremental
  • animal-battle
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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. Cristi o built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

RPG Wildnature was built by Cristi o 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 RPG Wildnature 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 RPG Wildnature

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 responsive browser RPG/idle battle game titled “WildCoin Arena.” The presentation is a dark, polished fantasy/nature arena UI over a full-screen scenic mountain valley background at sunset: jagged mountains, mist, grassy valley, and silhouetted animals in the distance. Apply a dark green/black overlay so pale text and panels remain readable. Use a compact top bar with the WILDCOIN ARENA logo (WILD in white and COIN in gold), the player name, a gold coin counter with a coin icon, and buttons for Leaderboard, Trophies, and Shop.

On first launch, show a centered dark translucent rounded start card over the background. It contains the title “WildCoin Arena” with “Coin” highlighted gold, the description “Fight ridiculous Earth animals, collect WildCoins, and build the funniest overpowered hero on the server.”, a name input with placeholder “Your unique name,” helper text saying the player can start as Mage, Hunter, or Paladin and switch later, and a green “Enter the arena” button. Use the entered name, falling back to “Ranger” if blank. Persist the run in localStorage.

After entering, show a main responsive layout: a large arena area and a right sidebar on desktop, collapsing to a single-column layout on narrower screens. The main area retains the mountain background. At the top of the arena, show pills reading “Infinite nature RPG · single server” and “LEVEL 1” (updating with progression). Center the combat scene as two opposing fighter cards with a large “VS” between them. The hero is represented by a large rounded glassy avatar tile containing an emoji: Mage 🧙, Hunter 🏹, or Paladin 🛡️. The enemy is a matching rounded tile showing an animal image; the implemented game uses the same goose image asset for every enemy, so preserve that visual behavior while changing the enemy’s displayed name and emoji-themed identity. Put each fighter’s name, stats, colored rounded morale bar, and morale text beneath the avatar. The hero bar is green/yellow; the enemy bar is orange/red. Add a brief shake/brightness hit animation to the struck avatar.

Combat is a simple turn-based/idle morale battle. The initial enemy is Angry Goose with base HP/morale 38, attack 7, reward 10 WildCoins, and the flavor line “The goose honks with the confidence of a tax auditor.” Other enemies appear in this exact progression, changing every three levels: Pocket Raccoon (52 HP, attack 9, reward 14, flavor “The raccoon attacks with a suspiciously stolen spoon.”), Drama Llama (78, 12, 18, “The llama spits — emotionally and literally.”), Crocodile Accountant (105, 15, 24, “The crocodile has audited your morale.”), Extremely Suspicious Chicken (150, 18, 33, “The chicken knows something. It will not say what.”), Mountain Goat (220, 23, 45, “The goat headbutts destiny — and your defense.”), and Blue Whale (somehow) (340, 30, 60, “A whale appears. The arena is now 80% whale.”). Enemy HP scales by 1.12^(level-1), attack by 1.08^(level-1), and reward by 1 + level*0.18. Every fifth level is a boss: label it “👑 Boss [animal],” and multiply HP and attack by 1.25 and reward by 1.7. Defeating a normal enemy awards its reward and advancing to the next level; defeating a boss also adds a trophy and permanently grants +2% morale.

Place a battle log beneath the fighters in a dark translucent rounded panel. It should announce attacks, such as “[class] deals [damage] CRIT damage. The [enemy] looks offended,” and enemy attacks as “The [enemy] uses a ridiculous attack for [damage] damage.” Include a prominent Fight button and Pause button in the sidebar. Clicking Fight damages the enemy using hero attack, with a random 0.9–1.15 multiplier and a critical chance; critical hits deal about 2.1x attack. The enemy then attacks after about 520ms unless defeated. Enemy damage is its attack times a random 0.9–1.1 multiplier minus 42% of hero defense, with a minimum of 1. The game also automatically performs a Fight about every 1.45 seconds after the run starts. Pause stops both manual and automatic combat and changes the button to Resume. When hero morale reaches zero, reset hero morale to 45% of maximum, log a dramatic faint/recovery message, show a “Morale restored” toast, and retain coins and progression.

The right sidebar contains three dark translucent rounded panels. “Hero build” has three class buttons in a grid: 🧙 Mage, 🏹 Hunter, and 🛡️ Paladin. Mage starts with ATK 10, DEF 7, Morale 100, Crit 5%; Hunter with ATK 13, DEF 5, Morale 92, Crit 10%; Paladin with ATK 8, DEF 12, Morale 112, Crit 3%. Switching class resets the current base stats and hero morale to that class. Below, show upgrade rows for Attack, Defense, Morale, and Critical hit, each with the current base value, any percentage bonus, and a plus button. Upgrades cost 12*1.16^(current stat), rounded; they cost 2 points for attack/defense/morale and 1 percentage point for critical chance.

The second sidebar panel is “Run bonuses,” with text “Boss every 5 levels · boss stats +25%,” “Background changes every 25 levels,” and “New animals unlock as avatars,” followed by Fight and Pause controls. The third panel is “Unlocked avatars,” initially listing Mage, and after victories append the defeated animal name (boss prefix removed). Use small muted explanatory text.

Implement the top navigation as modal buttons. Leaderboard reads locally saved entries, combines the current player, sorts by highest level, and shows up to eight rows with rank, player name, level, and join date. Trophies lists earned boss trophies with their level and “+2% Morale,” or says boss trophies appear every 5 levels when empty. Shop offers VIP status for 250 coins (+25% to all stats), Attack charm for 45 (+15% Attack), Defense charm for 45 (+15% Defense), Morale charm for 60 (+20% Morale), and Lucky charm for 15 (+5% Critical); purchased bonuses affect combat and are persisted. VIP also adds 5 critical points. Use centered dark modal cards, close X, and click-outside-to-close behavior. Show brief bottom-center dark toast notifications for purchases, insufficient coins, upgrades, victories, and boss trophies.

Use the visual language shown: near-black forest green backgrounds, translucent charcoal-green cards, thin low-opacity white borders, rounded corners, pale gray-green secondary text, gold coin/level accents, mint-green positive controls and bars, and bold system sans-serif typography. Ensure it works on desktop and mobile with responsive fighter sizing and a scrollable main content area. Do not add unrelated gameplay systems, weapons, multiplayer, movement, or additional scenes.

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