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Arcade › Bird Fling

Bird Fling

  • 2d
  • physics
  • slingshot
  • arcade
  • destruction
  • cartoon
  • mobile
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. njdewitt13 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Bird Fling was built by njdewitt13 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 Bird Fling 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 Bird Fling

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 bright cartoon 2D side-view physics slingshot game titled “Bird Fling,” rendered responsively in a canvas with a fixed virtual playfield of about 1200×675 and scaled to fit desktop and mobile screens. The camera is static and shows the whole level: a tall Y-shaped wooden slingshot on the left around ground level, a loaded bird in its pouch, and destructible pig structures across the right side. Use a cheerful hand-drawn style with thick dark outlines, rounded shapes, expressive faces, soft gradients, and colorful particle effects.

Core gameplay: each level begins in a ready state with one bird loaded in the sling and more birds queued. The player drags the bird/pouch from the sling backward, mainly to the left, to aim; clamp the pull distance to roughly 128 world units and show a dotted white predicted ballistic trajectory while aiming. Releasing launches the bird in the opposite direction with strong physics velocity (horizontal and vertical based on the pull), under gravity. If the player pulls to the right and releases, cancel the shot and leave the bird loaded. Once launched, the bird follows a physics arc, bounces and collides with blocks, pigs, the ground, and other birds; use swept collision behavior for fast birds so impacts are reliable. Allow one pointer tap/click or spacebar press during flight to activate that bird’s single-use power. When an active bird comes to rest, leaves the play area, or all split birds finish, load the next bird. Win when all pigs are destroyed; lose when birds run out while pigs remain.

Include eight selectable short stages with exactly these names and bird queues: Picnic Pile (red, yellow, blue), Glass House (blue, red, yellow), Stone Sandwich (yellow, black, red), Castle Crunch (red, blue, yellow, black), Bridge Bash (yellow, blue, red, black), Piggy Pillars (blue, yellow, red, black), Glass Crown (red, blue, yellow, black), and Final Fortress (black, red, blue, yellow, black). Build each stage from stacks and towers of horizontal and vertical rectangular blocks, with pigs perched inside/on top. Introduce TNT in the later stages. Layouts should match the code’s arrangements: structures occupy approximately x=680–1160, while the sling is around x=170 and y=470, with ground at y=592. Use the listed materials: wood blocks with moderate health, stone blocks with higher health and mass, translucent/light-blue glass with low health, and red TNT blocks. Blocks fall, bounce slightly, slide with friction, and can be destroyed by impacts, crushing pigs, or explosions. Pigs are round green cartoon faces with darker green ears, pale snouts, nostrils, big eyes, blinking, squash/stretch on impact, and are defeated by direct hits, crushing/falling blocks, explosions, or falling out of the world.

Implement these four bird types and powers exactly: Red is a round red angry bird and on tap creates a medium shockwave/explosion around itself; Yellow (named Dash) is a sharp triangular yellow bird and on tap adds a strong forward dash impulse; Blue (named Triplet) is a small blue bird and on tap splits into two additional blue birds traveling at slight angles around its current direction, for three total; Black (named Boom) is a heavy dark bomb-like round bird and on tap creates the largest explosion, damaging and pushing nearby pigs and blocks. Powers are one-use and show a visible used state. Give birds expressive eyes, brows, orange beaks, belly patches, feather/crest details, and a pale motion trail while flying. Show expanding/puff particles for powers, colored debris shards when blocks break, dust, floating score numbers, impact flashes, screen shake, and brief hit-stop on hard impacts. TNT destruction should cause a chain-reaction explosion.

The environment should be an original warm floating-island landscape, not an exact copied screenshot: a pastel yellow-to-mint-to-aqua sky gradient, soft white/teal clouds, a glowing sun, distant muted cliffs, misty valley, green grassy floating islands with brown rocky undersides, and a flat earthy play-ground strip with subtle texture. The left island supports the sling and the right island supports the structures. Add a few simple flowers and rocks. Draw the slingshot as a slim curved wooden Y with dark wood outline, pale cut fork tips, leather wraps, black rubber bands, wood-grain marks, and a visible pouch.

HUD and menus: overlay responsive rounded white translucent pills at the top for “Level [number]: [name],” “Score [number],” “Birds [remaining],” and a yellow “Levels” button. Show a three-star meter near the upper right, with filled gold stars based on score thresholds. At the bottom, show an instructional tip such as “Drag the bird back, release to fling. Tap mid-flight for its power,” and update it with the current bird’s name/power and launch/power messages. Along the lower-left play area, show clickable/tappable bird cards for the loaded bird and queue: colored framed cards with the bird illustration, tier letter (black S, red A, yellow B, blue C), name, active highlight, and a USED overlay after power activation. Tapping a queued card before launch swaps it into the sling; tapping the active flying card activates its power. Display combo text such as “3x SMASH!” during rapid scoring and a brief level intro with the level number/name.

On destroying pigs and blocks, award score for damage, destroyed materials, and pigs, show floating numbers, and award a large unused-bird bonus on victory. Give each level a 0–3 star rating based on score, show a centered rounded victory banner with stars, score, total score, and a Next/play-again button, or a defeat banner reading “Out of Birds” with Retry. Persist each level’s best stars in local storage. Include a centered level-select overlay titled “Choose Level,” subtitle “Replay any stage and chase 3 stars,” eight level cards with names, star ratings, and bird initials/names, plus a close button. Include a restart button with a circular-arrow icon at the lower right and support the R key. Support mouse, touch, pointer events, and spacebar; disable page scrolling and make controls comfortable on mobile. Add simple generated Web Audio sounds for launches, wood/stone/glass impacts and breaks, pig pops, powers, explosions, and TNT, initialized after user interaction.

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