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Wildcraft Grove

  • 2d
  • platformer
  • survival
  • crafting
  • mining
  • exploration
  • procedural
  • 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. samanthamartin531 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Wildcraft Grove yet. Play it, then tell samanthamartin531 what you would add next.

Make your own game

Wildcraft Grove was built by samanthamartin531 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 Wildcraft Grove 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 Wildcraft Grove

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.

Recreate a playable browser game titled “Wildcraft Grove” as a 2D side-view survival/crafting platformer on a full-screen HTML5 canvas, with no build step. The camera follows a human survivor through a wide procedurally generated forest-and-underground world. Use a natural, painterly low-poly/organic visual style rather than visibly rigid square blocks: a pale blue-to-green atmospheric sky gradient, warm sun glow, translucent irregular clouds, layered distant mountains, and a dark green distant conifer tree line with parallax. The foreground is a tile-based destructible world whose tiles are rendered with softened, continuous-looking edges, gradients, dirt flecks, grass caps and small grass tufts. The ground surface undulates across a broad world, with underground earth, occasional caves/empty pockets, deeper gray stone, rare glowing blue-veined ore, and occasional reddish clay. Use dark brown earth, bark-textured root/tree-trunk tiles, gray stone, blue-gray ore, and reddish clay. Trees are made from vertical dark bark/root tiles rising above the surface plus layered clusters of dark and medium green leaves; berry bushes are green low shrubs dotted with bright red/pink berries. A crafted wooden workbench should appear as a small brown bench in the world.

The player is a small stylized human survivor centered in the side view, with a beige face, dark hair, green/dark coat, tan arms and legs, a visible shadow, subtle bobbing/walking animation, and a hand tool/pick angled upward. Face the character according to movement. Start near the left side of the world on the surface with 100 health and 12 earth in inventory. Apply gravity, horizontal acceleration and friction, solid-tile collision, jumping, and a smooth camera that tracks the player while clamping to world bounds. Let the player move left/right with A/D or left/right arrows, jump with Space (also W/up arrow), and support touch controls with a virtual left joystick and buttons for Jump, Act, Craft, Eat. The world should be roughly 190 tiles wide by 58 tiles high with about 42-pixel tiles, and the survivor should be able to explore both the surface and mined underground spaces.

Core loop: aim at a nearby tile within roughly 3.3 tiles using the mouse/touch pointer, shown by a dashed rounded-square targeting reticle. In Mine mode, clicking the canvas or pressing J damages the aimed tile; ordinary tiles take two hits, stone three, and ore four, while a glow pick doubles mining strength. Play a small mine/click sound. On destruction, remove the tile and add its resource: root/trunk gives wood, stone gives stone, ore gives ore, earth or clay gives earth, with occasional bonus yield for non-ore materials. Show a brief toast such as “Collected earth.” Empty aimed spaces near berry bushes should allow picking: picking an unpicked berry bush grants two berries and changes it to a picked-looking bush. In Place mode, right-click, E, or the Act button places one earth tile into an empty aimed cell if the player has earth and the location is not too close to the player; show toast feedback for full/invalid spots or lacking earth. Clicking while Place mode is active should also place earth. Allow switching modes with 1/2 and with prominent mobile Mine/Place toggle buttons; color the reticle yellow in Mine mode and pale blue in Place mode, and display the current mode in the HUD.

Crafting is a simple sequential progression triggered by C or the Craft button. If the player does not have a workbench and has at least 5 wood and 3 stone, consume them, set up a workbench near the player, and show “Crafted a workbench.” Once the workbench exists, if the player has at least 3 ore and 2 wood, consume them and unlock a glow pick, visually changing the pick head/shaft to a bright cyan glow and making mining faster; otherwise show the appropriate requirement toast. Eating is triggered by F or the Eat button: consume one berry and restore 18 health up to a 100 HP maximum, or show “No berries.” Falling into the deep should reduce health by 30 and respawn the player near the initial surface start with a “You tumbled into the deep” toast. There are no enemies or combat systems.

HUD: overlay a translucent dark rounded panel at the top-left/top area containing colored circular resource markers and bold counts for Wood, Stone, Ore, Earth, Berry, current HP, and Mine/Place mode. On desktop, show a top-right quest/instruction panel explaining the progression: mine soil, chop trunks, gather stone and ore, then craft better tools. Show a centered translucent bottom hint panel reading approximately “Move: WASD/Arrows · Jump: Space · Click/J: mine · E/right click: place earth · C: craft · 1/2 switch mode.” On touch/coarse screens, replace desktop emphasis with the large translucent circular joystick at bottom-left, two rounded Mine/Place buttons above four rounded buttons at bottom-right (Jump, Act, Craft, Eat), hide the quest panel, and move the hint upward so it does not overlap controls. Use safe-area-aware spacing, touch-action prevention, responsive full-screen layout, rounded glass-like dark controls, white bold labels, and a brief rounded toast notification near the top after starting and after actions. Keep the targeting reticle, HUD, parallax scenery, destructible organic terrain, inventory progression, crafting requirements, berry healing, and mobile/keyboard/mouse controls all visible and functional.

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