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Arcade › Chop Line
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Eleanore Hancock built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Chop Line yet. Play it, then tell Eleanore Hancock what you would add next.
Chop Line was built by Eleanore Hancock 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 Chop Line 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 browser canvas game titled "Chop Line". It is a 2D arcade slicing game viewed straight-on from a fixed screen camera. Use a dark navy-to-near-black vertical gradient background with a subtle cyan grid of evenly spaced vertical and horizontal lines, plus a dark floor strip about 22px high along the bottom with a thin lighter-blue top edge. Render everything in a polished neon/soft-glow style: rounded translucent dark HUD panels, white typography, cyan highlights, and glowing slice effects. Before play begins, show a centered translucent dark rounded panel with a thin subtle border and shadow. Its large white headline reads "Slice the spread", followed by the muted light-blue instruction "Cut food and objects in half. Chain cuts for bonus points." and a bright cyan pill-shaped button labeled "Start chopping". The top HUD remains visible: a left rounded panel labeled "CHOP LINE" in uppercase with letter spacing and, on wider screens, the hint "Drag across the screen to slice"; a right stats panel displaying Score 0, Combo x0, Time 45, and Best 0, with the values cyan. On narrow screens hide the hint and reduce HUD spacing/font size. Click/tap the start button to begin a 45-second round and hide the intro panel. Spawn colorful objects from just below the bottom edge at random horizontal positions. Spawn one object initially and then one roughly every 0.46–0.82 seconds, with a 30% chance of spawning a second object in that spawn. Each object launches upward with a random horizontal velocity around -75 to 75 pixels/second and upward velocity around -760 to -620 pixels/second, then falls under gravity around 860 pixels/second squared; bounce its horizontal movement off the screen sides. Remove objects after they fall below the screen. Objects are around 26–42px in radius/half-size, rotate while moving, and include these stylized types: red apple or tomato silhouettes made from two overlapping lobes with a brown stem and green leaf; orange round fruit with faint segment lines and stem; green-rimmed watermelon with a pink-red interior and small pale seeds; yellow triangular cheese wedge with pale holes; tan rectangular box with a lighter border and crossed markings; purple balloon/oval; and an orange-brown donut with a cream center and darker hole. Give each object a radial/linear highlight, soft shadow, and saturated two-color palette. About 14% of spawned objects are special golden objects: tint them gold/yellow, add a bright glowing outline ring and stronger glow. The main control is pointer or touch dragging on the canvas. On pointer down while running, capture the pointer and begin a short fading trail. As the pointer moves, treat each consecutive movement segment as a glowing chopping line and test it against every unsliced object. Circles/curved objects are hit when the segment passes within about 88% of their radius; rectangular boxes use oriented rectangle intersection, accounting for their current rotation. A successful hit immediately removes the object and emits about 18 small colored splash particles propelled in all directions, plus an expanding outline ring; golden objects use a pale-gold splash/ring. The slice trail should be a cyan line with rounded caps, fading over its last roughly 180ms, tapering thinner toward its oldest points. Scoring: every drag movement can cut multiple objects. For each movement segment with hits, increment the combo and keep it alive for 1.65 seconds after the last successful cut; reset the combo to zero when that timer expires. Award 10 points per hit multiplied by min(8, 1 + floor(combo/3)), add hits*8 when multiple objects are cut by the same drag segment, and add 40 for each golden object hit. Update the score immediately and persist the highest score in local storage under a best-score value. Show a temporary large gold/yellow notification near the upper center: for a normal first cut show "+[earned]", for later cuts show "[combo]x COMBO +[earned]", and for a golden cut show "GOLDEN SLICE +[earned]". Animate this message by fading/scaling it in, moving it slightly upward, then hiding it after about half a second. The HUD combo value should read x0, x1, etc.; the HUD time should show the ceiling of the remaining seconds. Continue the real-time physics, particles, trail, HUD, and 45-second countdown while running. When the timer reaches zero, stop the game and show the centered panel again with headline "Time is up", text "Final score: [score]. Slice again and beat your best.", and a button labeled "Play again". Pressing it resets score, timer, combo, objects, particles, and trail, then starts a fresh round. Make the canvas fill the viewport, prevent page scrolling during touch dragging, support device pixel ratio up to 2 for crisp rendering, and keep the UI responsive. Do not add weapons, lives, missed-object penalties, levels, sound, or other mechanics not specified here.