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Arcade › Barkshot
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Nacl3347 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Barkshot yet. Play it, then tell Nacl3347 what you would add next.
Barkshot was built by Nacl3347 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 Barkshot 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 browser-based 2D canvas game titled “Barkshot,” a cheerful cartoon slingshot game. The player launches a cute illustrated dog from a wooden slingshot at the left side of a wide horizontal park scene and must collect every floating bone in the current level. Use a full-screen responsive HTML canvas with a bright backyard/park background: a vertical gradient from sky blue at the top through pale cyan to green grass at the bottom, soft white cartoon clouds, a green ground strip along the bottom, repeating tan picket fence sections, and rounded green trees with brown trunks on the right. Place the slingshot near x=150 and near the ground, with two dark brown prongs and elastic bands connected to the dog. The scene should use soft, playful colors, rounded shapes, and simple flat cartoon rendering. The dog is a round cartoon face with floppy ears, white eyes with dark pupils, a dark oval nose and a curved smiling mouth. It should have a visible motion trail while flying. Provide three selectable dog types via keyboard: 1 = Fast (orange, radius about 24, strongest launch scale 4.8, bounce 0.52, speed boost multiplier 1.24); 2 = Heavy (brown, radius about 28, launch scale 4.1, bounce 0.34, mass 1.5, boost 1.16); 3 = Bouncy (pink, radius about 23, launch scale 4.4, bounce 0.76, boost 1.30). The selected type affects the dog’s displayed color, size, launch velocity, and bounce behavior. Core interaction: click/touch the resting dog, drag it away from the slingshot anchor to aim, and release to launch it in the opposite direction. Limit the drag distance to about 120 pixels. While dragging, show a dotted white predicted trajectory. Each release counts as one attempt, unless the drag is too short. Simulate gravity (about 1400), horizontal friction, velocity, rotation, ground bouncing, wall rebounds, and circle-versus-rectangle collisions. The dog should bounce off the green ground and brown/tan/blue rectangular platforms and towers. A shot ends when the dog has slowed and settled; after a short delay it returns to the slingshot for another attempt. Allow at most 6 attempts per level. If all attempts are used before the bones are collected, show an out-of-attempts message and require Restart. Allow Shift during flight to perform one speed boost per shot: multiply horizontal velocity by the selected dog’s boost value and slightly reduce vertical velocity. Display a message when the boost is used. Include simple sound effects if available: a low bark/impact-like launch sound, a crunchy collection/collision sound, and a short ascending win jingle, initialized after the first user interaction. Create exactly four progressively harder levels, with two or three collectible bones and increasingly complex static and moving rectangular structures. Bones should be cream-white cartoon bones with a subtle beige accent, bobbing and gently rotating. Level 1 has two bones around the right side: one on a low platform and one higher near a vertical tower; use a long low brown platform and one vertical brown tower. Level 2 has two bones at different heights, a long low platform, two vertical supports, a raised tan platform, and one blue moving platform oscillating vertically. Level 3 has three bones at high, middle, and low-right positions, a long base, two vertical towers, two raised tan platforms, and one blue platform moving horizontally. Level 4 has three bones at high and middle/right positions, a long base, three vertical towers of different heights, three raised tan platforms, a blue platform moving horizontally, and another blue platform moving vertically. Moving platforms should follow smooth sine-wave motion. Use collision resolution that pushes the circular dog out of rectangles and reflects its velocity using the dog’s bounce coefficient. Collect a bone when the dog overlaps it; remove it visually, play the collection sound, and add 180 points. When all bones are collected, mark the level complete and add an accuracy bonus based on attempts beyond the number of bones plus a time bonus that decreases with elapsed time, with minimum time bonus 50. Enable Next Level only after completion. After Level 4, show “You cleared every level” and the final score. Overlay a translucent white, rounded-corner HUD over the top of the canvas, matching the screenshot’s clean playful UI. On the left show the bold title Barkshot, current level, Score, Attempts out of 6, and remaining Bones. In the center show instructional/status text such as “Drag the dog backward and release.”, “Aim for the bones — release to launch.”, “Flying! Press Shift for a speed boost.”, “Dog returned. Take another shot.”, “Level cleared. Hit Next Level.”, or the win/out-of-attempts messages. On the right show “Dog: Fast/Heavy/Bouncy,” elapsed “Time: X.Xs,” and rounded orange Restart and disabled-gray-until-complete Next Level buttons. Add a translucent rounded legend along the bottom showing: Mouse Aim + Launch, 1/2/3 Dog Type, Shift Speed Boost, R Restart, and N Next Level. Make the layout responsive, stacking HUD sections on narrow screens. Keyboard controls: R restarts the current level; N advances only after a level is cleared; 1/2/3 changes dog type (when resting); Shift uses the one-shot airborne boost. Include clickable Restart and Next Level buttons. Track level, score, attempts, selected dog type, dog position/velocity/state, bone collection state, level completion, win state, dragging, respawn timer, and elapsed time internally; optionally expose getGameState/setGameState hooks for external inspection and state patching.