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Arcade › Amy Green Hill
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Amy Green Hill was built by Fox Júnior 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 Amy Green Hill 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 playable 2D side-scrolling pixel-art platformer titled “Amy Green Hill,” rendered on a fixed logical 320x224 canvas that scales to fit the browser window with nearest-neighbor/no smoothing and keeps a dark navy background outside the game area. The game is in Portuguese and follows a pink-haired Amy-like character carrying a pink hammer through a Green Hill-inspired landscape. Core layout and camera: Make a horizontal world 1800 pixels wide with a ground line at y=160. The camera follows the player smoothly, centered approximately around x=110, clamped to the world edges. The player starts at x=50, y=120 and is about 24x32 pixels. The objective is to travel right to the far end of the level; mark the level complete once the player passes world x=1700 (the world width minus 100). There is no timer or lives counter. Player movement and physics: Support left/right movement with acceleration toward a target horizontal speed of 2.5 pixels per simulation step, friction when no direction is pressed, facing direction based on the last horizontal input, and horizontal clamping to the world. Use gravity 0.3 and a jump velocity of -6.5; the player can jump only while grounded. The player lands on the main ground at y=160 and on the tops of elevated platforms when falling. Keyboard controls are ArrowLeft/A to move left, ArrowRight/D to move right, Space/Z/ArrowUp to jump, and X/C to attack. Also provide large on-screen touch controls along the bottom: a blue-purple circular left button, a blue-purple circular right button, a pink hammer/attack button, and a pink jump button. The visible HUD labels should read “← → mover A pular X martelo,” while the touch buttons visibly show left/right arrows, “H” for hammer, and “A” for jump, matching the existing game’s slightly inconsistent labels. Attack and collisions: The attack is a short hammer swing lasting about 0.28 seconds with a 0.34-second cooldown. Pressing the attack key triggers it; also allow an airborne jump-button press to trigger the hammer under the same cooldown rule. Draw the hammer beside Amy as a brown handle with a pink head, rotating outward during the swing. Enemies can be defeated either by a hammer hit in front of the player or by landing on them from above; a stomp bounces the player upward with velocity -4. A non-stomping contact with an enemy ends the game immediately. Defeated enemies disappear. When the game ends or the level is completed, freeze gameplay and show a dark translucent overlay with either “FIM DE JOGO” or “FASE COMPLETA!”, then “Pontuação: [score]” and a pink “RECOMEÇAR” button. Allow R on keyboard or the restart button to reset the entire level. Collectibles and score: Place 12 golden rings at these world x positions: 180, 250, 320, 520, 590, 660, 820, 900, 980, 1210, 1280, and 1350. Their y positions are 125, 107, and 89 in a repeating three-position pattern. Rings are collected when the player is within roughly 18 horizontal and 20 vertical pixels of their center, disappear, and add 10 points. Start the score at zero. Place four red blocky enemies, each 20x16: at x=390,y=144; x=700,y=144; x=1160,y=144; and x=1510,y=104 (the last one is on the elevated platform area). Defeating an enemy adds 100 points. Enemies should be simple red rectangular creatures with two white eye squares and tiny black pupils. Platforms and goal: Add four brown elevated platforms with bright green top edges: x=420,y=132,width=80,height=8; x=740,y=112,width=90,height=8; x=1050,y=138,width=100,height=8; and x=1450,y=120,width=120,height=8. Add a goal flag near the right end: a yellow vertical pole from ground level up 40 pixels and a triangular hot-pink flag pointing right. Visual style and background: Use simple crisp geometric pixel art. Fill the sky with solid light blue #5c94fc. Add sparse small white block clouds near the upper-left and upper-middle/right. Behind the playfield, draw repeating dark-green triangular hills/parallax mountains, with their horizontal motion slower than the foreground (about 0.2 camera speed); each triangle spans about 90 pixels and peaks around y=105, meeting the ground at y=160. The ground should have a bright green 6-pixel grass strip and a darker green 2-pixel edge, followed below by a repeating 16-pixel checker/tiled soil pattern in burnt orange and dark brown/red through the bottom of the canvas. Character art: Prefer a small sprite sheet if available, with idle and four-frame walking animation; animate walking based on horizontal motion and mirror the character when facing left. If no sprite asset is available, use the visible fallback geometry: teal-green rectangular torso, pink hair/head shape with a side tuft, peach face, one small black eye, and orange shoes/feet. The character should visibly hold the pink hammer. Keep all shapes hard-edged and pixelated. HUD: At the top, draw a translucent dark blue bar about 36 pixels high. Show “ANÉIS [score]” in white at the upper-left, and the small Portuguese control instructions below it. Bottom controls are translucent circular buttons with white outlines, positioned around x=32, 94, 238, and 288 at y=197 in the logical canvas; left and right are blue-purple, hammer and jump are pink. Ensure the world scrolls behind the HUD while the HUD remains screen-fixed. Use collision rectangles and simple arcade physics rather than complex animation or additional systems.