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Arcade › banana banana
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jennifer Armstrong built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about banana banana yet. Play it, then tell Jennifer Armstrong what you would add next.
banana banana was built by Jennifer Armstrong 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 banana banana 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 third-person 3D arcade chase game titled "banana banana" in a low-poly jungle arena. The player is a small stylized yellow banana-like capsule character with a dark face/spot, viewed from a behind-the-character camera that can orbit/turn. Build a circular playable grassy arena about 46 units in radius, surrounded by a dark dirt ring and sixteen chunky low-poly boundary wall blocks. Scatter low-poly jungle trees around the perimeter and within the outer area; trees should have solid trunk collision. In the center, place a raised circular monkey goal platform and a very large stylized low-poly giant monkey made from simple rounded primitives: brown torso and head, lighter belly and muzzle, long cylindrical arms and legs, curved tail, and two large eyes. The giant monkey should continuously move toward the player, bob slightly, swing its arms, rotate to face the player, and act as the main pursuer. Keep the player and monkey inside the arena bounds. Use shadows, fog, and simple emissive lighting. At the beginning show a full-screen mode-selection overlay titled "banana banana" with buttons "Scary Hunt" and "Banana Buddies". The game has exactly two modes. Scary Hunt uses a dark haunted-jungle presentation: very dark green ground, dark purple/black sky and fog, cool dim lighting, a brown/dark monkey with bright glowing red eyes and a red point-light glow. Losing shows a large "BOO!" ending title and explains that the giant monkey caught the player; trigger a spoken "Boo!" if browser speech is available. Banana Buddies uses a bright daytime presentation: blue sky, pale fog, bright green ground, warm sunlight, a yellow/orange goal ring, and a friendlier brown/orange monkey without red glowing eyes. In this mode, show three small banana buddies running around the player. They orbit/follow the player and try to move away when the giant monkey comes near. If the monkey touches a buddy, that buddy changes to a brown monkey-like color and begins chasing the player; an infected buddy can cause a loss by reaching the player. The buddy mode win title should be "BUDDY WIN!" and the lose title should be "TAGGED!". The objective in either mode is to collect exactly 10 of the 10 placed banana collectibles, then reach the glowing goal ring around the currently moving giant monkey. Place the ten collectibles at varied points around the arena, chosen from locations spread across the map; each is a curved, bright yellow low-poly banana floating at about waist height. Make every banana slowly bob up and down, rotate, and disappear immediately when the player comes within roughly 2.1 units. The HUD must clearly show "Bananas: 0 / 10" and update the count. Before all ten are collected, the center ring is orange/red in Scary Hunt or yellow in Banana Buddies and the goal instruction reads: "Collect 10 bananas, then run into the glowing ring around the giant monkey." Once all ten are collected, turn the ring bright green and display an instruction to get into the glowing ring. The goal ring follows the giant monkey as it chases, rotates slowly, and bobs slightly. Winning occurs when the player gets within about 7.5 units of the monkey/ring after collecting all 10. The pursuer catches the player and ends the run if it gets within about 4.6 units before that; after all bananas, it moves somewhat faster. In the implementation, the monkey collision/goal is a large central moving target, so preserve that clear chase behavior. Use a responsive HUD over the game. In dark mode, use a dark translucent panel at the upper left with a pinkish title, red/orange banana count and pale text; in bright buddy mode, use a cream/yellow panel with brown text. Include the title, banana count, objective text, and controls hint. At the bottom center show a rounded message bar with contextual messages such as the mode intro, remaining bananas, all-10 warning, or danger. In Scary Hunt, make the message pulse when the player has collected at least 7 bananas. On desktop support WASD and arrow keys to move, hold Shift to run, Space to jump, mouse look through the third-person control system, Q/E for quick camera turning, and F to flip the camera view 180 degrees. On mobile use the runtime's virtual joystick/touch look and provide visible touch-friendly "Turn ↺", "Turn ↻", and "Flip View" controls at the lower right. Camera turn buttons should work while held. When the run ends, show a centered modal overlay over the scene. Win messages should explain that all 10 bananas were collected and the ring was reached; lose messages should explain that the monkey caught/tagged the player. Provide "Play again" and "Modes" buttons on ending screens. "Play again" resets the player to the starting corner, resets the giant monkey to the center, respawns all ten bananas and resets buddy infection; "Modes" returns to the mode selection overlay. Start the player near one corner of the arena, approximately (-30, 1.6, -30), and start the giant monkey at the center. Use smooth third-person movement with gravity/jumping, collision against the ground, central platform, walls and trees, and soft shadows. The overall art should be simple, colorful, chunky low-poly geometry with strong contrast between the spooky dark mode and the bright friendly mode.