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Arcade › Bukit Berani
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Pardi Surdi built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Bukit Berani yet. Play it, then tell Pardi Surdi what you would add next.
Bukit Berani was built by Pardi Surdi 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 Bukit Berani 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 responsive full-screen 2D HTML5 canvas side-scrolling driving game titled "BUKIT BERANI". The game is viewed from a side-on perspective with the camera smoothly following a small orange/red off-road car as it drives right over an endless-looking procedurally shaped hilly road. Use a colorful illustrated style: blue-to-pale sky gradient, soft white clouds, three layers of distant green/blue mountains, and a brown earth hill with a dark green outline, bright grassy top edge, pale highlight line, and sparse grass/rock-like details. Game flow: begin on a dark translucent menu overlay. Show the large white title "BUKIT BERANI", the subtitle "Tanjak sejauh mungkin, kumpulkan koin!", an orange rounded "MULAI" button, instructions "Gas kanan • Rem kiri • Lompat: Space", and the best distance in meters. Tapping the button or pressing Enter/Space starts a fresh run. During play, show the world and car plus HUD. When fuel reaches zero or the car falls below the bottom of the screen, end the run and show a dark overlay with "SELESAI!", the achieved distance in meters, collected coins and best record, an orange "COBA LAGI" button, and the instruction "Tekan Enter / Space atau tap tombol". Persist the best distance locally between runs. The player controls the car's horizontal motion: ArrowRight or D, or the right-side touch area, applies gas; ArrowLeft or A, or the left-side touch area, applies braking/reverse force; Space makes the car jump when it is grounded. On mobile, use touch regions near the bottom: a left panel labeled "REM" with a left arrow and a right panel labeled "GAS" with a right arrow. Clear touch state on release. The car accelerates with gas, is slowed by braking, is affected by downhill/uphill slope, has friction, and is capped to a moderate forward speed. Apply gravity and basic physics so it can become airborne over hills and land on the terrain. Make the vehicle rotate toward the terrain slope while grounded and rotate in the air, with independent front/rear suspension reacting to the ground contour. Animate spinning wheels and a subtle body bob; emit small tan dust particles behind the car while moving on the ground. The terrain should be generated from several sine-wave functions so it forms rolling hills and inclines, with a ground height function and slope calculation. Place collectible yellow coins above the route at regular intervals; each coin gently bobs, has a dark outline, and displays a dollar sign. Collect coins when the car comes within roughly 38 pixels, increment the coin counter, and add a brief burst of dust/particles. Place red fuel cans periodically, collect them within roughly 42 pixels, restore up to 35 fuel, and emit particles. Fuel begins at 100, drains slowly at all times and significantly faster while using gas; a zero fuel value ends the game. Distance is the forward travel from the start in meters, and score/distance display is the integer distance plus 100 points per coin, although the HUD primarily presents distance and coin count. Draw the vehicle as a compact stylized orange off-road car with a rounded metallic body, yellow/orange highlight and darker red lower shading, bumpers, headlights, grille and small mirrors, a raised cabin with blue-gray windshield and side window, two large dark wheels with gray hubs and a visible rotating spoke/line, and visible shock absorbers/springs connecting the wheels to the body. Keep the car and collectibles aligned to the scrolling terrain while distant background layers move more slowly for parallax. The play HUD uses Indonesian labels: top-left dark rounded panel showing "JARAK", the distance in meters, and a yellow star/coin count; top-right dark panel labeled "BAHAN BAKAR" with a horizontal fuel bar that is green normally and red below 25%; bottom touch controls are translucent dark rounded panels. Use smooth requestAnimationFrame updates and scale the canvas for device pixel ratio while filling the viewport.