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Crown Checkers

  • board-game
  • checkers
  • strategy
  • ai
  • arcade
  • casual
0
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About Crown Checkers

Play checkers against a selectable AI, chain forced jumps, crown kings, and earn tokens for captures, double jumps, and playtime. Spend them on hints, freezes, extra turns, and pops, with secret codes and saved progress.

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. njdewitt13 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Crown Checkers yet. Play it, then tell njdewitt13 what you would add next.

Make your own game

Crown Checkers was built by njdewitt13 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 Crown Checkers 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 Crown Checkers

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 polished browser checkers game titled “Crown Checkers.” It is a playable 8x8 American checkers-style board game: the human controls red pieces and a basic/strategic AI controls dark black pieces. Use a warm, playful game UI around a large square canvas board. The board has alternating light cream/tan squares and dark brown squares, with a dark page background. In the visible board styling, red pieces are glossy circular tokens with bright red/pink radial shading, a pale rim, inner ring, and drop shadow; black pieces are glossy charcoal/slate tokens with a silver-gray rim and inner ring. Kings display a gold crown glyph (♛) centered on the piece. The board includes subtle coordinate labels such as A8, C8, E8, G8 on edge light squares. Start with standard checkers placement on dark squares: three rows of black men at the top, three rows of red men at the bottom, leaving two empty rows in the middle. Red moves upward toward row 0 and black moves downward toward row 7.

Core interaction: click/tap a red piece, then click/tap one of its highlighted legal destination squares. Men move diagonally one square forward. A capture jumps diagonally over an adjacent opposing piece into an empty square. Captures are mandatory globally: when any capture exists, only capture moves are offered. After a capture, if that same piece has another capture, force the player to continue the chain; show a status such as “Double jump available — keep capturing.” Pieces reaching the opponent’s back row become kings, and kings move/capture diagonally in either direction. The game alternates turns until a side has no pieces or no legal moves, then show a win overlay with text like “Red wins!” or “Black wins!” and the reason, plus a Play Again/restart option.

Animate normal movement with a small hop and capture movement with a brighter impact/glow. Highlight the last move (from square and destination), glow the selected square green, show legal quiet destinations as green circular dots and capture destinations as red circular dots, and render a thin border/ring around the dots. Show status text indicating whose turn it is, the selected AI difficulty, whether a capture is required, and whether a double jump must continue. The AI should automatically act after a short delay and continue AI multi-jump chains with the same piece. Include a difficulty selector in the top bar: Easy chooses a random legal move, Normal favors crowning and avoids immediately capturable landing squares when possible, and Hard uses a short alpha-beta minimax evaluating material, kings, advancement, center control, and mobility. Since getAllMoves returns only captures when available, the AI also prioritizes captures.

Build a surrounding HUD with a loading title card at startup: a crowned/checkers-themed “Crown Checkers” title and animated progress bar, fading into the game. Include top controls for Restart, Account, AI difficulty (Easy/Normal/Hard), and a Music on/off toggle. Include visible red and bot token banks/counters. Red tokens persist through the browser session and can be earned for +2 for a minimax-rated best move, +1 per human jump capture, +2 extra for each additional capture in a chain after the first, and +1 every 30 seconds while a game is active. The black AI has its own token bank and earns tokens for playtime, moves, captures, and double jumps.

Include a row/panel of player powers with token costs: Hint (2), Freeze (3), Pop (5), Extra Turn (6), and Shift (8). Hint spends tokens, highlights the recommended legal move with a blue arrow and blue square glows, and prevents the best-move reward for that hint-assisted move. Freeze arms a power so black skips its next turn after red finishes. Extra Turn arms so red plays again after its current turn. Pop arms then lets the player click one black piece to remove it. Shift arms then lets the player click a black piece and choose a highlighted non-capture destination to move that black piece without ending red’s turn. Buttons should disable when unavailable, show active/armed state, and report actions through status/toast text. Have the AI use its own Bot Freeze, Bot Pop, and Bot Extra Turn powers during black turns with difficulty-dependent costs: Easy 6/10/12, Normal 4/7/9, Hard 3/5/7; use cooldowns and sensible triggers (freeze to stop a red capture, pop kings/threats/late-game pieces, extra turn for comeback or low mobility).

Add a code redemption form with a code input and Redeem button. Valid codes are please (+100 tokens), crown (+50), jump (+25), double (+75), pop (+30), and kingme (+120). Also support visual mod codes slime, wobble, tiny, giant, spooky, and clean. A successful redemption starts a 60-second cooldown: lock the input, make the button show a countdown, and show success feedback; invalid codes shake the form and only say “Code not found.” Mod visuals must be implemented as shown by the mechanics: slime changes the board to green tones and adds slime spots, wobble subtly animates piece position/scale, tiny shrinks pieces, giant enlarges pieces, spooky changes the board to purple tones with spooky accents, and clean clears mods. Tiny and giant are mutually exclusive.

Use polished token feedback: earned tokens should show a floating “+N reason” label and several coin/token particles flying from the board/action location into the red token bank with a pulse; spent tokens should send spark particles from the token bank toward the selected power button with a spend label and pulse. Use quiet UI click, move, capture impact, power/code reward, and win audio, unlocked after the first pointer interaction. Include a low-volume looping music toggle whose setting persists locally.

Include an Account button opening a local sign-in/create overlay with username, email, password, and selectable emoji avatar (default crown). Store accounts in browser localStorage on the current device. Signing in loads that email’s saved avatar, board, turn/game state, red and bot tokens, difficulty, cooldown, active visual mods, and armed power state; while signed in, auto-save after moves, token changes, code use, difficulty changes, and restarts. Clearly state that this is local device saving rather than a network account. Keep the overall visual style colorful, friendly, tactile, and arcade-like, with responsive controls suitable for pointer/touch input.

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