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Chip Runner

  • 2d
  • endless-runner
  • arcade
  • pixel-art
  • mobile
  • platformer
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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. Lars S built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Chip Runner yet. Play it, then tell Lars S what you would add next.

Make your own game

Chip Runner was built by Lars S 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 Chip Runner 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 Chip Runner

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 2D endless runner called “Chip Runner,” shown full-screen in a browser on a canvas with a dark, colorful arcade style and German UI text. Use a side-on view: the player is fixed near the left side of the screen while the world scrolls from right to left. The scene has a vertical gradient sky, darkest navy at the top, transitioning through teal to dark blue near the bottom. Behind the play area, tile a semi-transparent pixel-art/cloud background image. At the bottom, draw a dark green ground region beginning around 79% of the viewport height. Its top edge is a repeating segmented bright-green strip, with repeating short dark-green markings below it to suggest a scrolling platform/terrain.

The avatar is a small beige/cream pixel-art astronaut-like character, about 52x68 pixels, standing on the ground near x=120. Keep it visually fixed in horizontal position. The player automatically runs forward; there is no left/right movement. The only action is jumping. Apply gravity of roughly 1900 pixels/second squared, launch jumps with vertical velocity about -760, and allow jumping only while grounded (no double jump). Show a small white “SPRING!” label above the avatar while playing. The player collision box should be inset from the sprite (approximately x+10, y+8, width-18, height-10).

Continuously generate obstacles just off the right edge. Each obstacle is a red pixel-art block, approximately 42–60 pixels wide and 44–89 pixels high, resting on the ground; add a dark horizontal detail across its upper/middle area. Spawn one approximately every 0.9–1.65 seconds. Move all obstacles left at the current run speed. A collision ends the run immediately. Also spawn collectible computer parts/chips off the right edge at varied airborne heights, generally 90–205 pixels above the ground, approximately 38x38 pixels, at intervals of about 0.7–1.55 seconds. Render them as a pixel-art coin/block with a visible “CPU” label and a subtle sinusoidal rocking/rotation animation. Moving through one increments the collected-parts score and removes it.

Start with a menu state. Keep the game simulation reset with score 0, speed 1.0x, no obstacles/chips, and the player grounded. Center a menu overlay near the upper portion of the screen with the large white title “CHIP RUNNER,” the subtitle “Springe über Hindernisse und sammle Computerteile.”, and a cyan rounded “Starten” button. Clicking/tapping the canvas or using the jump control from the menu starts the run. On game over, stop gameplay and show the same overlay with heading “GAME OVER,” text dynamically saying “Du hast [score] Computerteile gesammelt.”, and change the button label to “Nochmal spielen”; starting it resets everything.

Add a fixed HUD above the canvas. At top left, show a dark translucent rounded pill with a floppy-disk emoji and “Teile: 0” (update the number as chips are collected). At top right, show another dark translucent rounded pill reading “Tempo: 1.0x”. The run speed starts at 320 pixels/second and increases continuously by 4.2 per second, capped at 620, with the displayed multiplier equal to speed/320 to one decimal place. This increasing speed drives both object movement and the scrolling terrain/clouds; use repeating terrain offsets and cloud parallax so the world visibly moves.

Support keyboard Space, ArrowUp, and W, plus pointer/touch input on the canvas. During play, also show a large circular yellow-orange “SPRUNG” button at the lower right for mobile jumping, with a smaller left-bottom hint reading “Leertaste / Tippen = Springen”. Hide the jump button and touch hint on the menu/game-over screen, and show them during play. Use rounded UI controls, bold system typography, subtle dark text shadows, cyan start buttons with a darker pressed shadow, and a clean pixel-art sprite aesthetic. Make the layout adapt to any viewport and account for mobile safe-area insets; prevent page scrolling and make touch interactions direct. Use the specific visual asset types implied by the original: a beige platformer character, a gold computer/coin chip, a red obstacle block, and a cloud background.

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