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Boiler Bite

  • 2d
  • arcade
  • maze
  • horror
  • pacman-style
  • mobile
  • canvas
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. Jason Schwartz built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Boiler Bite yet. Play it, then tell Jason Schwartz what you would add next.

Make your own game

Boiler Bite was built by Jason Schwartz 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 Boiler Bite 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 Boiler Bite

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 responsive, single-screen 2D canvas arcade maze game titled “Boiler Bite,” styled as an original horror parody in a grim boiler room. The game should run full-screen with no scrolling and use a fixed 19-column by 21-row tile maze based on this layout (where # is an impassable wall/pipe, . is a blood pellet, o is a glove pickup, and spaces are open/tunnel areas):
###################
#o.......#.......o#
#.###.##.#.##.###.#
#.................#
#.###.#.###.#.###.#
#.....#..#..#.....#
#####.## # ##.#####
    #.#     #.#
#####.# ##  #.#####
     .  #   .
#####.# ### #.#####
    #.#     #.#
#####.# ### #.#####
#........#........#
#.###.##.#.##.###.#
#o..#.........#..o#
###.#.#.###.#.#.###
#.....#..#..#.....#
#.#######.#######.#
#.................#
###################

Gameplay: begin on a centered overlay with the title BOILER BITE, a short description, movement instructions “WASD / Arrow keys / touch D-pad,” and a prominent orange-to-yellow “Start the nightmare” button. The player starts at tile position roughly (1.5, 1.5), moves continuously tile-to-tile at speed about 6.2, and can queue turns at intersections. Support Arrow keys and WASD plus a four-button touch D-pad in the lower-left. The maze wraps horizontally through side tunnels. Collect every red glowing blood-drop pellet for 10 points each and collect available golden cursed glove pickups for 50 points. When all pellets and gloves are gone, show a level-clear overlay and allow advancing to the next level.

The player is a small rotating, chomping circular nightmare stalker: dark brown/red body with an opening mouth, horizontal alternating dark red and green striped sweater bands, brown fedora-like hat, pale face detail, and four thin silver claw marks. Four enemy teenage dream-kid pursuers begin near the maze center. They are individually colored cyan, pink, green, and yellow and named Kincaid, Kristen, Taryn, and Will. Draw them as tiny readable human figures with sneakers, legs, arms, backpacks, hoodies, heads, varied hair, worried eyes, and their first initial on the hoodie. Their behaviors should differ: Kincaid guards/chases a point blended toward maze center, Kristen directly chases the player, Taryn ambushes by targeting a few tiles ahead of the player’s direction, and Will wanders among maze corners. Enemies choose valid directions at tile centers and normally pursue the player while avoiding immediate reversals.

The HUD is fixed over the canvas along the top in four dark translucent rounded badges with red borders and bold text: “Blood: [score]”, “Level: [level]”, “Lives: [lives]”, and “Glove: [remaining frightened seconds]”. Start with score 0, level 1, and 3 lives. Touching an enemy outside power mode removes one life and resets the player/enemies; blinking player invulnerability lasts about 1.25 seconds. At zero lives, stop the game and show a “Dream Over” overlay with “Final blood score: [score]” and a “Try again” button. Pressing a movement key or touch control after game over may also restart.

A glove pickup activates frightened mode for about 8.5 seconds on level 1, with duration shrinking by about 0.55 seconds per level but never below about 4.25 seconds. Show the remaining rounded-up seconds in the Glove HUD. During frightened mode, enemies visibly change to blue/scared styling, move at roughly 73% speed, and flee from the player; colliding with one defeats it temporarily, awards 200 points, plays a slash sound, and sends it rapidly back toward its home position before it reappears. Glove pickups should be reduced on later levels: remove up to three of the four original glove locations, one more every two levels. Enemy speed increases by about 13% per level. Keep the same maze shape for subsequent levels.

Visual presentation: use a dark nearly black/brown gradient boiler-room background with diagonal heavy pipes, vertical beams, hazy reddish steam/glows, and a large rounded boiler tank above the maze. The boiler should have copper/brown shading, orange rim glow, three small gauges, a warm furnace-door glow, and a label such as “BOILER 01” changing with the level. Render every # maze wall as connected thick rounded copper/brick boiler pipes with dark outlines, orange highlights, circular caps/couplings at junctions, and occasional valve-like X details. Blood pellets are small bright red glowing droplets. Gloves are glowing golden-brown objects with three pale claw-like fingers. Animate steam, pellet/glove glow, player mouth, and enemy bobbing subtly. Keep the camera static and frame the maze responsively, with tile size constrained for mobile and desktop.

Use an original nightmare-style Web Audio piano/MIDI loop only: brittle minor-key triangle/sine piano notes, low bass pulses, and sparse music-box spacing; do not use film assets, exact movie themes, copyrighted sprites, or direct likenesses. Add short original piano pickup sounds for blood and glove collection and a brief high/low slash sound for enemy collisions. Include a small bottom-right legal note: “Original parody/homage art and an original nightmare-style MIDI-piano loop — no film assets or exact movie theme.”

Implement collision-safe movement using a player radius around 0.32 tile and wall checks at the four corners, enemy-player collision around 0.58 tile. Display all overlays as centered dark translucent panels with red borders and warm cream text, with large glowing red uppercase headings and rounded orange gradient buttons. Expose optional debug methods window.getGameState() returning running, won, score, lives, currentLevel, remainingBlood, remainingGloves, frightenedTimer, player state, and enemy states, and window.setGameState(patch) for score/lives/level/power/player adjustments and clearing collectibles.

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