Mothglass Ascent
Cross layered platforms in an aerial glasshouse kingdom, gather Lumen and glass beads, and awaken three silent bells. Copy the prompt and build it with Kimi.
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Generate a platformer about waking three bells in aerial glasshouses
Create Mothglass Ascent as a light action adventure in a kingdom of aerial glasshouses. From Dewglass Atrium, the player follows paths beyond a grotto to awaken three silent bells, using movement, jump, attack, sprint, bind, and interaction to cross layered platforms. Lumen and glass beads are tracked resources; include a journal, inventory, and pauseable journey screen. Aim for gentle fantasy made from morning dew and refracted light. Glass, vines, bells, and creatures should be original code or art, with a safe opening zone before enemies are introduced. Change the adventure stage from the aerial glasshouses to ancient stone towers covered in moss, where morning light forms beams through tower windows and the player climbs spiral steps and suspension bridges. The three silent bells become three dust-covered bronze gongs, and Lumen and glass beads become moss-glow spores and old coins. Keep movement, jumping, sprinting, and enemy pacing unchanged, with renamed scenery and items.
Create Mothglass Ascent as a light action adventure in a kingdom of aerial glasshouses. From Dewglass Atrium, the player follows paths beyond a grotto to awaken three silent bells, using movement, jump, attack, sprint, bind, and interaction to cross layered platforms. Lumen and glass beads are tracked resources; include a journal, inventory, and pauseable journey screen. Aim for gentle fantasy made from morning dew and refracted light. Glass, vines, bells, and creatures should be original code or art, with a safe opening zone before enemies are introduced. Add a creature codex: six original small creatures live in the glasshouses, and the player records them by approaching and staying still; codex pages show each creature's look, habits, and where it was found. Completing the codex unlocks a commemorative headpiece, with the codex entry fixed in the journey screen.
Create Mothglass Ascent as a light action adventure in a kingdom of aerial glasshouses. From Dewglass Atrium, the player follows paths beyond a grotto to awaken three silent bells, using movement, jump, attack, sprint, bind, and interaction to cross layered platforms. Lumen and glass beads are tracked resources; include a journal, inventory, and pauseable journey screen. Aim for gentle fantasy made from morning dew and refracted light. Glass, vines, bells, and creatures should be original code or art, with a safe opening zone before enemies are introduced. Tune the game into a child exploration mode: remove all enemies and attack actions, and let the player respawn at the nearest platform after a fall instead of failing. Glowing butterflies guide the way to the three bells, and collected Lumen fills a rainbow bar at the top of the screen to give children a sense of achievement.
