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Arcade › Biomorphic Crawler

Biomorphic Crawler

  • 2d
  • arcade
  • minimalist
  • pointer
  • neon
  • creature
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. Lesego Tladi built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Biomorphic Crawler yet. Play it, then tell Lesego Tladi what you would add next.

Make your own game

Biomorphic Crawler was built by Lesego Tladi 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 Biomorphic Crawler 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 Biomorphic Crawler

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 minimalist full-screen 2D browser game titled “Biomorphic Crawler,” rendered entirely on an HTML canvas with a dark near-black navy background (#0f121a). The playfield fills the viewport and resizes with it; disable page scrolling and allow pointer/touch interaction directly on the canvas.

The player is a glowing turquoise/green biomorphic creature that begins near the center of the screen, slightly above center. It has a bright neon teal circular core about 22 px in radius, surrounded by a soft radial teal glow extending roughly 60 px. Inside the core, draw a white circular inner eye/face area and a small dark pupil offset slightly right and upward, giving it a simple staring-eye appearance.

Around the core, draw eight organic tentacles radiating in all directions. Each tentacle is an articulated chain of eight points/segments, with approximately 12 px spacing between points. Use forward/backward chain-following so the chain connects from the creature center to a moving outer anchor. Render the segments as rounded teal strokes: thicker near the body (roughly up to 13 px) and progressively thinner toward the end, with a subtly decreasing alpha. The eight anchors should be positioned radially around the creature at a reach of about 60 px, with each reach gently oscillating over time using different phase offsets, creating a living crawling/wriggling motion. The tentacles should smoothly update as the core moves rather than behaving like rigid spokes.

Movement is pointer-directed rather than keyboard-driven. Track a target point, initially at the center of the viewport. When the user moves a mouse over the canvas, continuously set the target to the pointer position. On touch or pointer press, set the target to the press location and capture the pointer; while dragging, update the target to the dragged location; release ends the drag, but mouse movement still guides the creature. The creature accelerates gently toward the target with normalized direction, low acceleration (about 0.6 per frame-scale unit), and friction/damping around 0.88, so it glides and eases to a stop. Do not teleport it. Ignore tiny target distances under about 5 px. Clamp the creature center so it remains at least 35 px inside each screen edge.

Draw a small pulsing teal outline ring at the current target location (approximately 7 px radius plus a subtle sine-wave pulse), making the destination visible. There is no combat, scoring, health, inventory, timer, enemy, collectible, level transition, or win/lose state; the sole interaction is guiding the animated creature.

Build simple architectural obstacles as visual maze-like walls, but do not make them collision obstacles: use dark slate filled rectangles (#232a3a) with a muted blue-gray 2 px outline (#394761). Layout should adapt to the viewport using a padding equal to max(36 px, 10% of the smaller viewport dimension) and wall thickness of 28 px: a horizontal wall along the lower interior edge, a tall vertical wall near the left interior edge, a matching tall vertical wall near the right interior edge, and one shorter horizontal wall across the middle spanning about 40% of the viewport width and centered horizontally. Specifically, the bottom wall runs from x=padding to width-padding, the side walls start near y=padding and stop above the bottom wall, and the center wall is at about y=50% of the viewport with x=30% and width=40%, height about 26 px. These walls are only visual scenery; the creature can pass through them.

Add a fixed HUD over the canvas with no pointer interaction except where explicitly needed. At the top-left, show uppercase text “BIOMORPHIC CRAWLED ENGINE” in a pale mint color, bold system sans-serif, with slight letter spacing and a subtle teal glow/text shadow. At the bottom-left, show the instruction “Move the pointer or drag on the screen to guide the creature” in muted gray-blue, small system sans-serif text. Keep the aesthetic sparse, neon-biological, dark, and high contrast, with no extra UI panels or debug text. Animate continuously with requestAnimationFrame and use delta time so movement and tentacle animation remain smooth across frame rates.

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