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Arcade › Come Come

Come Come

  • arcade
  • maze
  • pacman-like
  • pixel-art
  • 2d
  • responsive
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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. William Bedon built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Come Come yet. Play it, then tell William Bedon what you would add next.

Make your own game

Come Come was built by William Bedon 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 Come Come 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 Come Come

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.

Recreate a responsive browser arcade maze game titled “Come Come” (Portuguese UI title/message: “COME-COME”). Use a single HTML canvas centered on a very dark navy background, with a fixed 19-column by 21-row tile maze. The maze should scale to fit the available viewport while preserving its rectangular aspect ratio; use a 32px logical tile size and pixel-art rendering. The playfield background is #070a25. Draw every wall tile as a dark royal-blue filled square with a bright blue outline and a thin inset border: approximately #172b8f fill, #4d70ff stroke, with small gaps/margins between adjacent tiles. Draw normal pellets as tiny pale yellow circular dots (#ffe6a0), centered in open cells. Draw four power-pellet-like dots as larger pink circles (#ff78d4), but they are only worth more points; they do not create a power-up state.

Use this exact maze layout, where # is a wall, . is a normal pellet/open traversable cell, o is a large pink pellet, spaces are empty traversable corridors, P is the player start cell, and G is the ghost-house center. Preserve the 19-character width by padding rows with spaces:
###################
#........#........#
#.###.##.#.##.###.#
#o###.##.#.##.###o#
#.................#
#.###.#.#####.#.#.#
#.....#...#...#...#
#####.### # ###.###
    #.#       #.#  
#####.# ## ## #.###
     .   G   .     
#####.# ##### #.###
    #.#       #.#  
#####.#.#####.#.###
#........#........#
#.###.##.#.##.###.#
#o..#....P....#..o#
###.#.#.#####.#.#.#
#.....#...#...#...#
#.................#
###################
The P and G cells are simply traversable floor for rendering; do not render the letters. Count every . and o as a collectible pellet at the beginning. The player starts at grid coordinate (9,16); three ghosts start around the ghost house at (8,10), (10,10), and (9,10). The player is a bright yellow Pac-Man-like circular wedge, radius about 0.38 tile, with an animated opening/closing mouth. Orient the mouth in the current movement direction: right 0 radians, left pi, up -pi/2, down pi/2; use a small base wedge plus a sinusoidally changing bite. When stationary, face right.

The player moves continuously from cell center to cell center on the grid at about 5.3 cells/second. Support buffered turns: keyboard arrows or WASD set the requested next direction, and the player turns into it when the next cell is open; if currently stopped, begin moving when the requested direction is possible. Do not allow movement through # walls or outside the map. On entering a cell containing a normal pellet, remove it and award 10 points; on entering an o cell, remove it and award 50 points. The score begins at 0 and is shown with four digits. When all pellets are collected, stop the game and show a centered win overlay reading “VOCÊ VENCEU!” and “Labirinto limpo — pontuação [score]”.

Create three cute, simple ghosts with continuous grid movement at approximately 3.1, 3.32, and 3.54 cells/second. Their colors are pink #ff4b91, orange #ff9e42, and cyan #48d8ff. Each ghost has a rounded dome head, a three-bump zigzag bottom, two white eyes and dark pupils. Ghosts begin with directions left, right, and up respectively. At each cell intersection, choose an available direction, generally avoiding immediate reversal; make the choice random, but about 55% of the time choose the available non-reverse direction that most reduces Manhattan distance to the player. There is no frightened mode, ghost-eating, teleport, or special power-pellet behavior. Collision occurs when the player and ghost positions are within roughly 0.55 grid cells, including their interpolated movement positions. On collision, subtract one life and update the HUD. If lives remain, reset the player and all ghosts to their starting positions/directions while leaving already collected pellets collected; if no lives remain, stop and show “FIM DE JOGO” and “Pontuação [score]”. Start with three lives.

At the top overlay a responsive HUD in bold white text with a subtle black shadow: left text “PONTOS 0000” (update with zero padding), right text “VIDAS ♥♥♥” using filled hearts for remaining lives and hollow hearts for lost lives, such as “VIDAS ♥♥♡”. Keep the HUD positioned near the top with safe-area spacing. On initial load, show the maze behind a centered start message: yellow heading “COME-COME”, white subtitle “Coma todas as bolinhas e fuja dos fantasmas.”, and a large hot-pink “JOGAR” button with white border, rounded corners, and darker bottom shadow. Starting resets score to 0, lives to 3, maze pellets, actor positions, and hides the message. After win or game over, replace the overlay with the appropriate result and a “JOGAR DE NOVO” button. Spacebar should also start/restart when the game is not running.

Add a translucent circular touch controller near the bottom center for mobile play, with four separate rounded square buttons showing ▲, ▼, ◀, and ▶. Touch/pointer presses should request the corresponding direction; keyboard controls remain available. Keep the overall art minimal, crisp, colorful pixel-arcade style with no scenery beyond the navy field, blue maze, pellets, player, ghosts, HUD, and overlays. Ensure the canvas is responsive on desktop and mobile and never scrolls the page.

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