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Chip Runner

  • 2d
  • arcade
  • endless-runner
  • canvas
  • casual
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. 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, single-screen 2D canvas arcade game titled “Chip Runner,” with German UI text and no scrolling camera. The game fills the browser viewport. Use a dark navy-to-blue vertical gradient background, a simple distant city skyline made from muted blue rectangular buildings along the lower portion, and a dark slate ground strip occupying roughly the bottom 15% of the screen with a bright cyan horizontal top edge.

The player is a small stylized computer-chip/robot character near the left side of the playfield: a light-blue/white vertical rectangle about 34x48 pixels, with a dark navy face/display near its top containing two cyan square “eyes,” and a royal-blue horizontal panel near its bottom. The character automatically runs in place while the world moves from right to left; its horizontal position does not need to change during play. Apply gravity and jumping physics: the player starts on the ground, jumps upward with an initial vertical velocity around -500, gravity is about 1200, and lands back on the ground. The only functional gameplay action is jumping. Support keyboard Space, ArrowUp, W, and W; also provide a large touch-friendly cyan/blue ▲ jump button at the bottom center. Although the hint may mention left/right/A/D, do not add horizontal movement unless explicitly implementing it from the source mechanics: the actual game logic only uses the jump action.

At the top-left, show a fixed HUD badge with rounded corners, a thin blue border, translucent very dark background, cyan/white glow styling, and bold German score text: “Punkte: 0 / 15” (update the number as points are collected). Beneath it show a small light-blue instruction such as “Springe mit Leertaste oder dem ▲-Button über die Hindernisse.” Keep the HUD above the canvas.

On initial load, display a centered modal overlay panel with a nearly black translucent navy background, rounded blue border, subtle cyan glow, and centered German text. The title is “Chip Runner” in large bright cyan. The description says: “Laufe automatisch nach rechts, springe über Hindernisse und sammle Computerteile. Erreiche 15 Punkte, um zu gewinnen.” Add a rounded cyan button labeled “Spiel starten.” Starting resets score to zero, clears all objects and particles, places the player on the ground toward the left, and begins the animation loop.

During play, continuously spawn orange ground obstacles from just off the right edge. They are simple rectangular soft-looking blocks, approximately 28–56 pixels wide and 26–36 pixels tall, sitting on the ground. Draw each obstacle in orange, with a dark red horizontal inset near its top and two pale pink/white small square details lower down. Move obstacles leftward at an initial speed around 260 pixels/second; gradually increase the speed by about 3 pixels/second per second. Spawn timing begins after about 0.65 seconds and then occurs roughly every 0.62–1.15 seconds as speed changes. Collision between the player rectangle and an obstacle immediately ends the run as a loss.

Also spawn collectible computer parts/chips from the right at roughly 1.0–1.8 second intervals. Each is a rotating/slightly wobbling 26x26 square chip with a dark inset center and small pale side pins. Most are worth 1 point and cyan, some are worth 2 and purple, and rare ones are worth 3 and gold/orange. Usually place them just above the ground (ground level minus the player height minus about 8 pixels); occasionally place them higher (about 58 pixels above that), requiring a jump. When the player overlaps a part, remove it, add its value to the score, update the HUD, and emit a short burst of about 10 small colored square particles. Colored particles should also burst on obstacle collision, using pink/red for a crash and cyan/gold for collection, then fade out quickly under gravity.

Winning occurs immediately when score reaches 15 or more. On winning, stop the game and show the centered modal again with title “Geschafft!”, text “Du hast 15 Punkte gesammelt.”, the final score line “Endstand: [score] Punkte”, and a rounded button labeled “Nochmal spielen.” On collision loss, stop the game and show the same style modal with title “Autsch!”, text “Du bist mit einem Hindernis zusammengestoßen.”, the final score, and the same restart button. Restart fully resets the run. Keep the visual style clean and minimal: flat geometric canvas shapes, dark futuristic computer theme, cyan/blue neon accents, no external image assets, and no extra weapons, enemies, health system, or scrolling camera.

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