Appearance
Arcade › Bop Tag
Click the game above and it runs right here in your browser. No download, no installer, no account needed. David built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Bop Tag yet. Play it, then tell David what you would add next.
Bop Tag was built by David 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 Bop Tag 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.
Rebuild a playable 3D arcade chase game titled "Bop Tag" in a colorful early-2000s browser/arcade style. Use an elevated third-person perspective camera that follows just behind and above the player, looking down toward the player and the arena; smoothly follow the player as they move. The setting is a sunny fenced playground: a large flat saturated green grass field, an orange-brown oval dirt running track/ring around the middle, and a circular yellow decoration/safe-looking center spot (it is only visual and does not provide gameplay protection). Surround the field with short repeating white fence rails. Add low-poly park dressing including several chunky green trees around the perimeter, a small blue-and-yellow playground slide at the back-left, a red playground ball at the back-right, a large billboard reading "BOP TAG" and "SUMMER 2004", colored ground stripes, and simple blocky white clouds against a bright blue sky. Use toon-shaded low-poly geometry, strong dark cartoon outlines, saturated colors, soft shadows, and a pixelated/scanline presentation with a subtle repeating horizontal scanline overlay. The player is a small stylized humanoid made from a rounded capsule-like colored torso, spherical peach head with a tiny nose, yellow foam glove held at the side, and two dark block shoes. Make the player shirt blue. Place eight similarly constructed AI runners around the arena, each slightly smaller, with distinct bright shirt colors such as red, teal, yellow, purple, green, orange, pink, and pale green. Characters should bob slightly while moving, face their movement direction, and cast shadows. A floating yellow ring with a pink star/octagonal marker hovers above whichever character is currently IT. Core game loop: begin with the player as IT, eight runners loose in the fenced arena, and a 60-second match. The timer starts counting down only once the player begins moving or performs an action. Move the player with WASD (normalized four-direction movement, with smooth acceleration and deceleration) and keep them inside the arena bounds. When the player is IT, press Space to swing/bop the yellow foam glove. A tag succeeds only when a runner is within roughly 2.1 world units and in front of the player; the nearby runner becomes IT, begins chasing the player, and the player is no longer IT. Add a brief attack cooldown and a short tag-swap cooldown to prevent immediate repeated tags. When an AI runner is IT, it actively chases the player; if it gets within roughly 1.25 units, it tags the player, making the player IT again. The score is the total number of tag handoffs in either direction, and should increase on every successful tag. Non-IT runners wander around; when the player is IT they flee if approached, and when another runner is IT they flee that tagger. Keep all runners within the arena, bouncing/reversing near boundaries. The IT runner should move faster and be clearly identified by the floating marker. On a successful handoff, play a short interface click/tag sound, show a large temporary floating comic label above the target such as "IT!" or "TAG!", and emit a cartoon green slime/puke burst around the tagged character. The burst consists of many bright and dark green blobs launched forward and upward, affected by gravity, plus a temporary green puddle on the ground. Also provide P as a separate manual action: pressing P creates a green puke burst and "PUKE!" label at the player, with about a 2.2-second cooldown; it does not change IT status or score. If Space is pressed while the player is not IT, do not tag anyone and briefly display a message telling the player to run/dodge. HUD is always overlaid on the game. At the upper left show the current IT identity and score in a chunky high-contrast arcade panel, e.g. "IT: YOU TAGS: 0" or "IT: R3 TAGS: 2"; at the upper right show the remaining seconds, starting at 60. Use bold white/yellow text with dark shadow/outline, blue gradient panels, yellow borders, and blocky arcade typography. At the bottom-left display controls/help text such as "WASD RUN • SPACE TAG WHEN IT • P PUKE • DON'T GET TAGGED • R RESTART" in a colorful bordered panel. At match start briefly show a centered title prompt "BOP TAG 2004" with the instructions "SPACE tags when you're IT • P pukes green slime". During handoffs briefly show centered messages like "YOU'RE IT!" with "Tag someone with SPACE." or "RUN!" with the name of the runner who is IT. The messages should scale/fade in and out. When the 60-second timer reaches zero, stop the match, hide/stop the IT marker, and show a persistent centered game-over message like "TIME!" followed by "<score> BOPS! Press R to restart." Press R at any time to reset the score to zero, restore 60 seconds, make the player IT, place the player near the starting position and reset/reposition all runners, clear slime effects, and resume the opening state. Make the result feel like a playful cartoon tag game rather than a realistic simulation.