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Arcade › Burrow Blitz
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Anas Khan built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Burrow Blitz yet. Play it, then tell Anas Khan what you would add next.
Burrow Blitz was built by Anas Khan 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 Burrow Blitz 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 browser canvas game titled “Burrow Blitz,” a polished whack-a-mole game called from an AI game creator. Use a dark navy app shell with a centered layout (max width about 920px, full viewport height), a header, a large rounded rectangular play stage, and a footer legend. In the header show a yellow/orange rounded-square hammer logo, the title “Burrow Blitz,” subtitle “Whack fast. Build combos. Chase the high score.”, and three dark statistic pills labeled Score, Combo, and Seconds. The game board is a 2D top-down/front-facing illustrated field rendered on canvas: use a vertical gradient sky from cyan-blue at the top into pale aqua near the horizon, then green grass from roughly 57% of the board downward into darker green at the bottom. Add several soft white cloud blobs in the sky and subtle dark grass marks in the field. Place eight fixed oval burrow holes in a 3-column arrangement: normalized positions approximately (20%,30%), (50%,25%), (80%,30%), (33%,55%), (67%,53%), (20%,80%), (50%,76%), and (80%,80%). Each hole should be a dark plum/brown outer ellipse with a smaller warm brown inner ellipse, giving a simple cartoon tunnel appearance. Gameplay: initially show a centered dark translucent navy modal card over the field with rounded corners, border, shadow, heading “Bonk the burrows,” text “Hit every mole before it ducks away. Keep your streak alive to raise the combo multiplier.”, and a large yellow “Start round” button. Starting a round resets score to 0, combo to x1, best combo to x1, and starts a 30-second countdown. Hide the modal and immediately spawn one mole in a randomly selected hole. During the round, spawn only one active mole at a time. A mole rises from its hole, remains briefly, then ducks away; its lifetime starts around 1.35 seconds and progressively gets shorter as the round progresses, with a minimum of about 0.72 seconds. After a hit or timeout, spawn the next mole after a short delay that becomes slightly faster over time (approximately 0.72 seconds initially down to 0.28 seconds minimum). The player taps/clicks the visible mole on the canvas; support pointer/touch input and mouse click. A hit counts when the pointer is within about 1.9 times the hole-radius squared of the active hole center. Draw a cartoon mole rising from the hole: oval brown body, rounded ears, lighter tan muzzle/face, black eyes, and a dark nose/mouth. Normal moles are brown and award 10 multiplied by the current combo. Gold moles are golden brown with a bright star above them and award 25 multiplied by combo. Clock moles are blue with a small white clock icon above them, award 10 multiplied by combo and add 3 seconds, capped at 45 seconds. Red danger moles have a red body, an exclamation mark above them, reset combo to x1 and subtract 2 seconds (not below zero), with feedback “Ouch! -2s”; they do not award points. Choose mole type randomly with approximately 12% gold, 10% clock, 8% danger, and 70% normal. On successful positive hits, increase combo by one up to x9 and update best combo; show floating text feedback such as “+10,” “+25 GOLD,” or “+3 SEC.” A successful hit resets the combo timer. If no mole is hit for about 2.2 seconds, reset combo to x1; if a mole ducks away untouched, also reset combo to x1. When time reaches zero, stop the round, save the high score in local storage under a Burrow Blitz key, and show an end modal with heading “Time!”, text stating the score and best combo, then either “New high score!” or the current high score, plus a “Play again” button. Pressing Enter when not running should also start/restart the round. Add responsive visual feedback: on hits emit about 12 colored particles that burst outward, fall with gravity, and fade; show floating, fading feedback labels; briefly draw a hammer near the center of the board with a wooden brown handle and pale metal head, rotating to suggest a strike. Keep the game playable at both desktop and mobile sizes, with a touch-friendly canvas and buttons. Footer legend should display colored dots and labels: gold mole = bonus, clock = +3 sec, red mole = danger, alongside “Tap / click the critters.” Use a clean system sans-serif font, dark navy panels, bright yellow buttons, soft shadows, and simple flat cartoon canvas art matching the supplied screenshot. Do not add extra weapons, levels, enemies, or mechanics beyond this timed single-round whack-a-mole loop.