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Blade Hop

  • 2d
  • platformer
  • pixel-art
  • arcade
  • side-scroller
  • endless?
0
Remix it Discord

2 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Maura McVey built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blade Hop yet. Play it, then tell Maura McVey what you would add next.

Make your own game

Blade Hop was built by Maura McVey 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 Blade Hop 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 Blade Hop

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 retro pixel-art side-scrolling platformer titled “BLADE HOP.” Use a low-resolution canvas scaled up with nearest-neighbor pixel rendering, a dark arcade palette, chunky rectangular geometry, and a Press Start 2P-style pixel font. The game should fill the viewport and support keyboard and touch controls.

Core gameplay: the player is a small pixel runner with a colored body, yellow/tan head, dark legs, a visible tiny pistol held in one hand, and optional blue creator-flight thrusters. Move through long horizontal platform courses from left to right and reach a green pennant exit flag at the far end. Avoid falling into gaps, spinning circular saw blades, and active red laser beams. Collect floating gold rectangular coins; each coin adds 100 score and one coin to a persistent coin bank. Reaching star-shaped checkpoints saves the respawn location and awards 250 score. The player starts with 3 lives (or 4 with the Extra Life upgrade); on hazard contact, flash/shake the screen, play a damage sound, consume a life, and respawn at the current checkpoint. If lives run out, show a centered GAME OVER panel with retry instructions. Reaching an exit shows a centered level-clear panel with a time-based bonus and score, then advances to the next level; clearing the fifth level shows an all-levels-clear final score screen.

Movement and physics: support left/right arrows or A/D for horizontal acceleration and friction-limited movement. Support Space, Up, or W to jump. Normal jumping includes coyote time, jump buffering, and one air jump by default; the Triple Jump upgrade gives two air jumps. Creator fly is enabled: while holding jump, the character flies upward; hold S/Down to descend, and otherwise apply light gravity/drag. Show “CREATOR FLY” in the HUD when applicable. Level 5 disables jumping and uses a mine-cart ride instead. On Mine Cart Run, automatically carry the player rapidly along a continuous rail, draw a small brown cart beneath the runner, and spawn falling rocks from above; the player still has to avoid hazards.

Build five distinct, increasingly long static-platform levels (do not use moving platforms):
1. “Factory Start,” a purple factory/night background with platforms beginning near the lower left, separated steps and ledges, several saws, coins, checkpoints, and a raised green exit at the far right.
2. “Blade Bridge,” a blue night/bridge-themed background with more separated platforms, long bridge sections, saws, coins, checkpoints, and a raised exit.
3. “Pixel Gauntlet,” a red/dark laser-gauntlet background with many saws and blinking red laser gates and horizontal laser strips. End it with a boss arena: a large dark-purple/red pixel boss with a green health bar of 5 hit points that fires spinning saw-like projectiles. The boss can be damaged by landing on/stomping its head; after it is defeated, display “BOSS DEFEATED! EXIT OPEN!” and allow the exit to clear the level. Keep the pistol as a visual held item and sound effect only; do not invent bullets or pistol combat.
4. “Sky Ruins,” a green/blue sky-ruins background with cloud-like separated platforms, saws, horizontal and vertical laser hazards, coins, checkpoints, and a high exit.
5. “Mine Cart Run,” a brown cave/mine background with a long segmented rail, spinning rock-like hazards near/below the rail, blinking laser obstacles, coins placed along the route, checkpoints, and falling rocks from the cave ceiling. Display “NO JUMP CART” in the HUD and prevent jumping.

Visuals: use a nearly black-purple base sky and parallax geometric background silhouettes, with each level changing its palette: purple factory, blue bridge, red laser gauntlet, teal/green sky ruins, and brown mine tunnels. Platforms are chunky purple/colored blocks with lighter top edges and repeated dark inset marks. Saws are large pale toothed circular blades with a dark cross hub and red center, visibly rotating. Lasers have dark housings and blink between dim purple and bright red/pink with a pale center. Coins are simple bright gold vertical pixel bars with pale highlights. Checkpoints are pulsing five-point gold stars that turn green when active. The exit is a pale vertical pole with a triangular pennant that is green normally, but should appear dark red/locked while the boss is alive. Add screen shake, red damage flash, pixel particle bursts, boss hit flashing, and simple retro synthesized sounds.

HUD and overlays: at the top, show a cream pixel-font status line with LEVEL number out of 5, LIVES, persistent COINS, SCORE, mode, TIME, and contextual labels such as CREATOR FLY, NO JUMP CART, BOSS health, and equipped VEHICLE. At the top-right show keyboard hints like “← → / A D MOVE   SPACE JUMP   F/K PISTOL.” The title screen overlays the dark game scene with a large centered dark panel outlined in gold, the green “BLADE HOP” logo, a persistent COINS counter, and buttons for START GAME, MODE CLASSIC/RACE, SHOP, SKINS, and VEHICLES. The initial instructional message should say to reach the green exit, avoid saw blades, and press Space or tap Jump. In gameplay, show a temporary centered level banner with the level number/name, and show temporary lyric captions such as “♪ PLEASE DON’T LEAVE ♪” or “♪ STAY WITH ME ♪” near the bottom while retro music plays. Use centered gold-bordered message panels for level clear, game over, and final completion.

Menus and persistence: save the coin bank, owned upgrades, selected/owned skins, selected/owned vehicles, and selected game mode in local browser storage. The Shop contains exactly five permanent upgrades: Triple Jump (100 coins), Spring Boots (75; higher jumps), Coin Magnet (60; larger pickup radius), Extra Life (80), and Blade Shield (120; blocks one saw/laser/boss/rock hit per life). The Skins menu contains Green Runner free plus Berry Dash (1), Ocean Bolt (3), Gold Hopper (6), and Shadow Ninja (10), with buy/equip buttons and distinct body/head/leg colors. The Vehicles garage contains On Foot plus Rusty Kart (1000, cheapest car), Blue Buggy (1800), Gold Cruiser (3200), and Shadow Bike (5000); owned vehicles can be equipped and give modest speed multipliers, and visually draw a chunky vehicle under the character. Do not add unsupported abilities such as vehicle weapons.

Race mode: toggle between Classic and Race from the title screen. In Race mode, add three simple fake pixel runners named ZIPPY, NOVA, and BOLT who move toward the same exit, show their names above them, and display “MODE RACE PLACE X/4” in the HUD. They should occasionally post short automated race messages such as passing taunts or warnings in chat, and record the first rival to reach the flag. Classic mode has no rivals.

Chat and mobile: include a CHAT button at the upper-right and a local chat panel with a scrollable recent message log, text input, and SEND button. Seed it with system/BLADE BOT messages; bot replies should give contextual hints about races, lasers, the boss, coins, and movement. On touch devices, show large outlined bottom controls: left and right buttons on the lower-left, and pistol/fire plus jump buttons on the lower-right. The pistol control and keyboard F/K should trigger only the visible muzzle flash and retro firing sound, with a short cooldown. Keep the clean, high-contrast, cream/gold/green/purple pixel presentation visible in the reference screenshot.

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