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Arcade › Blast Coast
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Elijah Aparicio built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Blast Coast yet. Play it, then tell Elijah Aparicio what you would add next.
Blast Coast was built by Elijah Aparicio 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 Blast Coast 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 playable 2D horizontal side-scrolling runner/platformer titled “Blast Coast,” with original procedural pixel art and a bright tropical coast setting. Render the game on a low-resolution virtual canvas around 426x240, scale it to fill the browser with nearest-neighbor/pixelated image rendering, and keep the camera flat 2D rather than 3D. Use chunky Genesis-era-inspired shapes and strong dark-blue text shadows, but do not use Sonic, Sega, official sprites, logos, music, or exact stage names. On the title screen, show a saturated blue ocean/sky gradient, moving pale cloud streaks, twinkling star-shaped shine effects, an ocean band with horizontal wave lines, a green island/hill and orange-brown beach details near the bottom. Center an animated title emblem: a gold ring/oval with a blue outline and white highlight, a tiny original blue mascot visible inside, white wing-like shapes behind it, and a red ribbon with yellow/orange outlined lettering. The visible branding should read “BLAST” and “MANIA,” with “COAST ZONE” beneath; also show a blinking “PRESS START.” In the simpler overlay/title treatment, the game title is “BLAST COAST.” Include a red rectangular START button with a white border and blue offset shadow near the bottom center. Pressing Start, Space, or Enter begins the run; after failure use a RESTART button, and after completion use PLAY AGAIN. The gameplay is a long, approximately 2600-unit side-scrolling coastal level. The player is a small original bright-blue mascot with a blocky body, peach face/belly, white glove-like hands, red shoes, a single visible eye, and pointed blue head/spike shapes. Start at x≈34 on the ground. The camera follows horizontally with smoothing, keeping the player toward the left side of the 426px view, and clamps to the level boundaries. The terrain is bright green on top with a repeating orange/brown checkerboard cliff below. Make the ground undulate with small sine-wave bumps and several broad green hills/ramps, with the playable ground height changing across the level. Place repeating tropical palm trees in the background/terrain: brown trunks with lighter highlights and six chunky green fronds. The background should have parallax layers: a vertical sky gradient from deep blue through cyan, a blue ocean beginning around mid-screen with a lighter horizontal band and darker blue strip, distant repeating green triangular hills with a shaded side, and small distant island/beach shapes. Foreground terrain scrolls at the camera speed while palms and distant scenery scroll more slowly. Core controls: Left Arrow/A moves left, Right Arrow/D moves right, Space/W jumps, and Down Arrow/S curls. Also provide mobile on-screen controls at the bottom: translucent circular left, down, and right buttons on the lower left, plus large A and B buttons on the lower right; A triggers jump and B triggers down/curl. Prevent the browser from scrolling while using touch controls. During play show a HUD across the top with “SCORE 000000,” “RINGS 00,” and “TIME 0:00,” in large white bold letters with navy shadow. Below it show “← → RUN • SPACE / A JUMP • DOWN / B CURL.” Put the mobile controls over the bottom of the playfield. Movement should feel like an accelerating runner: horizontal acceleration is about 0.24 normally and 0.34 while holding down on the ground; friction slows the player when no direction is pressed, with a maximum speed around 5.6. Holding down while moving on the ground adds a little forward speed. The player automatically appears curled while holding down, while airborne, or when moving faster than about 4.6; draw the curled form as a rotating blue spinning rectangular/oval-like ball with white and dark-blue stripes. Otherwise draw the upright blue mascot with alternating running legs and red shoes. Add small white dust puffs behind the feet at high ground speed. Jump with vertical velocity around -9.3, slightly stronger at higher speed, and apply gravity around 0.55. The player lands on the varying ground surface. Populate the route with approximately 110 floating gold oval rings placed every roughly 21 units, bobbing vertically, plus six additional groups of nine rings arranged in elevated arcs over the level’s hills. Rings visibly rotate/wobble between a narrow and broad oval and have a dark-gold outer stroke with a bright yellow/white inner stroke. Collecting one increments the ring counter and adds 100 score. Continue to display collected rings as removed. Add six ground spike hazards around x=275, 642, 1090, 1524, 1995, and 2320. Each hazard has a red rectangular base and three white triangular spikes with gray outlines. Collision with a spike causes damage unless temporarily invincible. Add six small rolling bug enemies around x=430, 900, 1340, 1710, 2070, and 2450. Each enemy oscillates horizontally about 34 units around its base position, follows the ground, and is drawn as a chunky red bug with a lighter red top, dark underside, white eye, and yellow side/feet details. Collision rules: if the player hits a spike or enemy while not invincible and has at least one ring, drop the ring count to zero, eject several bouncing gold-ring particles, knock the player backward and upward, and grant roughly 2.2 seconds of invincibility with blinking visibility. If hit with zero rings, end the run, stop gameplay, show a large centered yellow “TRY AGAIN” message with blue outline/red shadow, and show RESTART. An enemy can instead be defeated by a curled player, a descending player, or a player whose bottom is just above the enemy: mark it dead, add 500 score, bounce the player upward, and emit bright square spark particles. Do not let defeated enemies return until restarting. Continuously add a small amount of score based on absolute horizontal speed. Animate rings, title shine sweeps, clouds, stars, player legs/spin, dust, particles, and the timer. On reaching the far end of the level near x=2562, stop the run and show a large centered “ZONE CLEAR” message with a PLAY AGAIN button. Restarting fully resets score, rings, timer, player position/velocity, camera, all collected rings, all enemies, dust, and particles. Keep the art entirely original, bright, blocky, and procedural, with no external asset dependencies.