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Charmrun

  • 2d
  • platformer
  • side-scroller
  • arcade
  • collectathon
  • mobile-friendly
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. funwinathan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Charmrun yet. Play it, then tell funwinathan what you would add next.

Make your own game

Charmrun was built by funwinathan 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 Charmrun 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 Charmrun

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 bright, polished 2.5D side-scrolling platformer called “Charmrun,” using an orthographic camera and Kenney New Platformer Pack-style sprite artwork rather than procedural geometric primitives. The game should open on a full-screen main menu over a cheerful cyan-to-mint gradient background. Center a large rounded white translucent panel with the blue title “Charmrun,” a short description explaining that the player collects coins, avoids lava spikes and slimes, and reaches the flag, plus a controls card: A/D or Left/Right to move, Space/W/Up to jump, and press jump again for a double-jump. Include blue Play, green Shop / Skins, and orange Reset Save buttons. A Levels card should show three short levels: “1: Meadow Steps” initially unlocked, with “Level 2” and “Level 3” locked until progression, and a persistent bank coin count.

Gameplay is a horizontal platforming run viewed from the side. Render a pale blue sky with repeated semi-transparent cloud and distant-tree parallax backgrounds. The foreground consists of sprite-textured grass platforms, with the second level using purple-topped terrain. Use three defined levels: Meadow Steps (width about 39 world units), Purple Ridge (about 49), and Sky Flag Run (about 58). Each level is made from separated ground platforms and elevated small platforms, requiring running and jumping across gaps. Place gold coins floating along the route at ground and elevated positions; coins bob subtly and disappear when collected. Place red/orange lava or spike pads on selected platforms and patrolling green slime enemies that move back and forth within fixed ranges. Put decorative fences along the route and a finish flag at the end of each level.

The player is a cute Kenney character sprite with a selectable cosmetic appearance: starter beige hero plus green, pink, and purple duck-like skins. Give the player horizontal acceleration, a maximum speed around 5.3, friction when input is released, gravity, collision against platforms, and a normal jump plus one midair double-jump. Controls must support keyboard A/D, arrow keys, Space/W/Up, and on touch devices show large translucent on-screen left, right, and green JUMP buttons. Camera follows smoothly from left to right while keeping the player slightly left of center and clamping to level bounds.

Each run starts with 3 hearts shown in the top-left HUD. Taking contact damage from a slime or spike pad, or falling below the level, consumes one heart and respawns the player at the level start with temporary invulnerability. If all hearts are lost, restart that level and restore its uncollected coins. Show a top-right HUD pill with a coin icon and persistent bank total, current level, and a Menu button. Display brief notices for level names, damage, restart, and completion. Reaching the flag unlocks the next level and automatically advances after a short completion message; after the final level show that every level has been cleared.

Persistent local save data must retain banked coins, highest unlocked level, owned skins, and equipped skin. Collecting coins increases the persistent bank immediately. The cosmetic shop must clearly state that skins do not alter speed, jump, hearts, hitbox, or other mechanics. Display each skin with its sprite, name, price (starter, 15, 25, and 40 coins), and Equip/Buy or disabled insufficient-funds controls. Include Back and Play buttons; the shop overlay covers the stage and Play starts the latest unlocked level. Reset Save restores the initial state.

Use sprite-based visual feedback: a floating marker above the player, subtle idle breathing, run stride bob and tilt, jump/fall tilt, squash-and-stretch on jumping and landing, blinking while invulnerable, bobbing coins, a gently waving/scaling finish flag, patrolling slime animation, and short-lived dust puffs when running, jumping, and landing. Use Kenney-style jump and interface click audio, respecting browser gesture restrictions. Keep the overall presentation colorful, friendly, rounded, and responsive on desktop and mobile. Expose getGameState() and setGameState(patch) for live state inspection and controlled updates, including player, level, bank, unlocked levels, equipped/owned skins, animation, dust, enemies, and camera state.

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