Arcade › Brickbound Shell Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Tristan Egere built it with Cinevva, so it works on a phone or a tablet too.
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Brickbound Shell Run was built by Tristan Egere 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 Brickbound Shell Run 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 side-scrolling pixel-art platformer titled “Brickbound Shell Run.” Render the game world on a low-resolution 320x180 canvas with nearest-neighbor/pixelated scaling to fill the browser window. Use a dark plum (#171329) UI/background base, chunky square pixels, a warm sunset gradient sky from deep purple at the top through muted red to orange near the horizon, faint horizontal cloud streaks, and a dark reddish ground backdrop. The player is a tiny stylized red-capped/red-shirted, blue-overalls humanoid with a pale face, one visible eye, and dark brown shoes. Start with three lives. The player can run left/right with A/D or left/right arrows, and jump with W, Space, or the up-arrow/touch jump button. Apply acceleration and friction, a capped horizontal speed, gravity, jump velocity, and collision with the tops and undersides of platforms. The down/S control may be displayed as a touch button but does not need to have a gameplay action, matching the original. Build three long scrolling platform stages, with a fixed 320x180 gameplay coordinate system and a camera that smoothly follows the player horizontally while keeping the player roughly 100 pixels from the left. Each stage is a warm brick-road course: the main floor is a long platform at y=152 and 28 pixels high, with additional floating brick platforms at these exact positions (x,y,width,height): - Level 1 “Brick Road,” world width 1600: (170,120,110,10), (365,101,96,10), (560,130,130,10), (770,95,110,10), (1010,120,120,10), (1260,88,110,10). Spawn at (38,120). Place seven moving collectible shells at x positions 250, 440, 625, 820, 1040, 1180, and 1380. - Level 2 “Rustyard Rise,” world width 1900: (125,119,100,10), (300,86,100,10), (470,124,130,10), (700,100,120,10), (900,70,120,10), (1110,120,150,10), (1380,91,130,10), (1600,56,130,10). Spawn at (36,120). Place ten shells at x positions 180, 350, 530, 740, 950, 1160, 1300, 1450, 1660, 1810. - Level 3 “Sunset Switchback,” world width 2300: (150,118,90,10), (330,78,100,10), (520,120,120,10), (720,92,95,10), (900,56,120,10), (1110,116,120,10), (1320,80,140,10), (1530,45,120,10), (1730,110,130,10), (1920,74,150,10), (2120,120,110,10). Spawn at (38,120). Place thirteen shells at x positions 200, 380, 560, 760, 940, 1150, 1250, 1400, 1610, 1790, 1980, 2140, 2250. The brick platforms should be dark brown with repeating lighter red-brown brick marks and a golden top edge. Add question/power blocks as 16x12 pixel blocks at these coordinates, each initially golden/orange with a bright center and tiny markings; when used, turn muted brown: Level 1 at (205,88), (235,88), (395,69), (425,69), (600,98), (810,63), (1060,88), (1300,56). Level 2 at (155,87), (185,87), (330,54), (360,54), (510,92), (735,68), (935,38), (1160,88), (1420,59), (1640,24). Level 3 at (175,86), (205,86), (350,46), (545,88), (745,60), (935,24), (1140,84), (1360,48), (1570,13), (1770,78), (1960,42), (2160,88). Hitting a still-unused block from below makes it bump upward briefly, marks it used, emits particles, awards 250 points, and temporarily enlarges the player from 11x16 to about 14x23 pixels with a pale golden burst. Shells are small animated, turtle-shell-like brown/orange or green collectibles, 16x12 pixels, with a dark outline, layered shell highlights, and tiny dark marks. Alternate their colors between burnt orange (#bb7046) and muted green (#5f9b57). They bob subtly and move horizontally slowly, reversing at platform edges and world boundaries. The goal is to stomp every shell: landing on a shell while falling destroys it, bounces the player upward, gives 100 points, increments the shell counter, causes a colored particle burst, and briefly makes the player dance/squash. Touching a shell from the side costs a life unless temporarily invulnerable. Falling below the world also costs a life. On losing a life, show a red particle burst; if lives remain, reset the player to the stage spawn with zero velocity and about two seconds of invulnerability. At zero lives, stop play and show a centered dark message panel with gold border: “ROAD BLOCKED” and “Press R or tap the jump button to try again.” R resets the run. The HUD is HTML/UI layered over the canvas. At the top, show three dark maroon translucent pills with thick golden borders and subtle dark shadows: left “LEVEL 1 · Brick Road” (updating through the stages), center “SHELLS 0 / 7 · SCORE 0” (updating score and total shell target), and right three heart icons, filled hearts for remaining lives and hollow hearts for lost lives. At the bottom, show the help text: “A/D or ◀▶ move · W/Space or ▲ jump · hit golden blocks from below · stomp shells”. Add large translucent maroon touch buttons with pale gold borders: bottom-left ◀ and ▶, bottom-right ▼ and ▲. Make controls work through pointer/touch events as well as keyboard, with touch controls laid out in two groups at the bottom corners. When all shells in a stage have been stomped, briefly show a centered level-clear message such as “LEVEL 1 CLEAR!” and “The next brick road is waiting…”, then automatically advance to the next stage after roughly 2.3 seconds. Show the stage name briefly near the top-center at stage start. Preserve score and lives between stages and reset the player and stage objects on advancement. After the third stage’s shells are cleared, transition to a boss encounter at the far right of the third world. Place the player near x=world width−270 and a large pixel-art green-gray lizard/titan boss near x=world width−115, y=82, about 46x70 pixels, with blocky head, eyes, red mouth, horns/limbs, and dark feet. Display a short centered intro message: “THE BRICKBACK TITAN” / “Stomp the giant lizard five times!” Then fight in a boss state on the brick floor. The titan patrols horizontally between roughly world width−205 and world width−75, periodically launches small orange fireballs traveling left, and flashes when damaged. The player must land on the boss’s upper body while falling to deal one hit, bounce away, gain 500 points, and create a golden burst. The boss has 5 health; show a compact top-right boss bar labeled “TITAN” with a red fill that decreases per stomp. Contact with the boss or fireballs costs a life. On all five hits, stop gameplay and show “BRICKBACK TITAN DEFEATED!” with “Final score [score]. Press R to replay.” R starts a fresh run from Level 1 with score 0, three lives, and zero crushed shells. Use small square particle bursts for jumps, shell stomps, damage, power-ups, deaths, and victory. Animate the player with idle bobbing, running leg stride, jumping/falling poses, invulnerability flicker, enlarged power-up proportions, and a brief celebratory dance after a stomp. Keep all text in a cream/gold monospace style with dark shadows, and preserve the deliberately sparse, crisp retro arcade presentation.