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Arcade › Deckhand Rescue
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Graham Calton built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Deckhand Rescue yet. Play it, then tell Graham Calton what you would add next.
Deckhand Rescue was built by Graham Calton 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 Deckhand Rescue 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 browser-based local co-op 3D arena roguelite titled “Deckhand Rescue.” Use a dark navy dungeon-like presentation with a low-poly, stylized Three.js look, soft shadows, fog, and a large square purple-blue skating floor enclosed by thick dark rail borders. Use a third-person elevated perspective camera: roughly top-down but angled so the arena floor and character fronts are visible; smoothly follow the average position of the living players and add a small camera shake on impacts. The playable characters are two custom procedural cartoon hands riding skateboards. The left hand is cyan/light blue and the right hand is pink/magenta. Each hand has a rounded palm, four raised fingers, a thumb, wrist cuff, and a small skateboard beneath it. Begin them near the lower/southern side of the arena, separated horizontally. In single-player mode only the left hand is visible and controlled; in two-player local co-op both hands are active. The hands move independently with acceleration, momentum, friction, facing direction, and a little vertical bob. Keep them inside the square arena and push them away from the outer rails and low rectangular ramp/obstacle pieces. Provide a start overlay titled “Choose your run” with buttons for “Single Player” and “2 Player Co-op.” Controls: left hand uses WASD to move, Space to slap, and Shift to trick. Right hand uses the arrow keys to move, Enter to slap, and Slash (/ key) to trick. Also provide touch controls: a virtual joystick and SLAP/TRICK buttons for each hand; hide the right controls in single-player mode. Make buttons large and touch-friendly. The core loop is room-based: clear all enemies, collect the coins they drop, choose one of three randomly selected upgrades, then proceed to the next room. Rooms 1–4 spawn a goblin/orc swarm (the count is 3 + room number, so 4? Implement the actual game’s intended scaling as 3 + room*2: room 1 has 5, then 7, 9, and 11). Enemies use stylized Kenney Mini Dungeon orc character models when available, with a smaller normal goblin type. They chase the closest living hand, deal contact damage, stay inside the arena, and use separation steering so they do not collapse into one pile. Normal enemies have room-scaled health and speed. Defeated enemies burst into particles and drop coins. Each hand has five hearts/max health at the start. Slap attacks are manual rather than automatic: attack the closest enemy within a short forward-facing range, show a bright expanding ring/pulse at the hand, damage and slightly knock the target back, and emit hit particles. Bigger Slaps upgrades increase attack range and damage and slightly reduce the attack cooldown. Hands can be damaged by enemy contact, become briefly invulnerable, get knocked back, and flash particle effects; the run ends when all active hands are defeated. The trick action has a cooldown. Away from obstacles it performs a “Kickflip,” giving a short burst of forward speed, brief invulnerability, and a temporary damage bonus for the next slap. Near an outer rail or ramp obstacle it becomes “Grind Rail,” giving a stronger damage bonus, a larger speed burst, and more knockback protection/invulnerability. Display a short message such as “Left hand: Kickflip!” or “Grind Rail!” when used. Visually show a slight roll during the kickflip and colored particle bursts. Add several low rectangular ramp/obstacle blocks around the arena, with the number increasing by room up to six; these also count as grindable nearby obstacles. Coins should use a spinning gold coin model, bob slightly above the floor, and be collectible by either living hand. A Coin Magnet upgrade increases the range and speed at which nearby coins pull toward the closest living hand. Coins increment the run total in the HUD. The four possible upgrades are: “Kickflip Speed” (faster movement), “Bigger Slaps” (stronger/longer-range attacks), “Coin Magnet” (greater coin pull range), and “Palm Armor” (increase maximum health by one and heal active hands by two). At every non-final room clear, present three randomly chosen upgrade cards/buttons in a centered overlay titled “Pick a roguelite upgrade.” Room 5 is the final boss room. Place a castle rescue goal near the far/northern side of the arena using a small castle model, with a simple princess beside/within it: pink cone dress, peach spherical head, and a small gold crown. Spawn a giant rival purple hand on an oversized skateboard near the center/north, plus four normal goblins. The boss has a large health pool (42 + room*4), chases the closest player, and has phases that speed up as health decreases. It periodically telegraphs a ground slam with a pulsing expanding pink/red ring; on impact, damage players close to the boss and knock back players at medium range. Show the boss health percentage in the HUD. The players must defeat every enemy, collect/drop coins as desired, then touch the castle with a living hand to win. On victory show “Princess saved!” with coins and rooms cleared; on defeat show a run-over message and a Restart Run button. Restart resets room, coins, upgrades, health, and enemy state. Use Kenney assets where available: mini-skate skateboard, mini-dungeon coin, mini-dungeon orc, and minigolf castle; fall back to simple procedural geometry if an asset has not loaded. Add directional lighting, hemisphere fill, fog, arena shadows, hit particles, enemy death bursts, and impact camera shake. Keep the visual style clean, colorful, low-poly, and readable against the dark blue background. HUD: place translucent dark rounded panels along the top. Show the title “Deckhand Rescue,” current room, total coins, left/right heart strings using filled and empty heart symbols, enemy count, and boss percentage when relevant. Include a goal/status line such as “Manual slap attacks. Tricks and grinds boost your next hits.” or the final-room boss/castle instruction. Show temporary centered messages for room starts, trick names, boss defeat, and win/loss. On desktop make the touch controls subtly translucent; on mobile use the large joysticks and action buttons prominently.