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Deep Diver

  • 2d
  • pixel-art
  • mobile
  • underwater
  • arcade
  • action
  • platformer
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. GeniusGamer Animation built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Deep Diver yet. Play it, then tell GeniusGamer Animation what you would add next.

Make your own game

Deep Diver was built by GeniusGamer Animation 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 Deep Diver 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 Deep Diver

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 “Deep Diver” as a portrait-friendly 2D pixel-style mobile swim game rendered with a crisp, nearest-neighbor canvas/orthographic presentation. The setting is a dark blue underwater world with layered parallax silhouettes, rising bubbles, long horizontal stages, a textured ocean floor at the bottom and darker ceiling band at the top. The small scuba diver is a blocky cyan/blue sprite with a peach face, dark mask, yellow highlights, green tank, and two leg shapes; show a faint bubble/trail behind the diver. Keep the camera centered on and smoothly following the diver as they move through a long level from left to right, with limited vertical swimming space. The world should visibly scroll through reefs, trench rock pillars, ancient temple ruins, currents, hazards, pearls, and a final gate.

Build the currently playable Water world campaign: three normal stages followed by one boss stage. Menu level buttons are “Water 1 - Coral Sprint” (objective: Reach the reef gate, length about 2900 world units), “Water 2 - Trench Drift” (Cross the trench, length about 3400), “Water 3 - Ruin Current” (Break through the temple lane, length about 3900), and “Water Boss - Tide Maw” (Survive and burst the boss core, length about 1850). Each level starts with a 300-second countdown. The player starts near the left edge and must reach a glowing cyan gate near the far right; touching the gate completes non-boss levels. Unlock levels sequentially in the menu, and after defeating the boss let the player swim to its gate to complete the Water world. Include the roadmap shown in the menu as non-playable planned entries: Water, Oil, Salsa, Berry, Kerosene, Bolognese, Cream Cheese, Cyan Ink 504, Petroleum, Honey, Chlorine, Chocolate Milk, followed by “Final Abyss - Blood Boss.” Clearly mark Water as playable now and the others as planned.

Controls must work on mobile and keyboard. Provide four large on-screen arrow buttons at the bottom (up, down, left, right) that support held pointer/touch input, plus a large red-orange “Dash / Boost” button. Keyboard fallback is arrow keys or WASD for swimming, and Space or Shift for dash. Swimming accelerates in the chosen direction, has inertia with strong damping, is capped at a moderate maximum speed, and clamps the diver inside the stage bounds. Dash uses the last movement direction (default right), gives a brief speed burst for about 0.18 seconds, has roughly a 0.9-second cooldown, and displays a short “Dash!” message.

HUD: fixed translucent dark panels with cyan borders/text across the top. Show “Time” and the remaining seconds, the current level/world label, and the objective. During play include HP (starting at 5) and collected Pearl count in the level label or HUD. Show short centered status messages such as “Swim to the far gate,” “Pearl collected,” “Ride the current,” “Ouch — watch the hazards,” “Boss chamber opened,” and “Boss down — swim to the gate.” The menu is a dark blue overlay with a bright cyan inset border/card, large “Deep Diver” title, subtitle explaining the pixel-style mobile swim game, Water World section, level button grid, roadmap list, and pills for “Time limit: 300 sec,” “Keyboard also works,” and “Collect pearls for score.” On failure show the reason (time up or health exhausted), score, and a retry/menu state.

Place fixed rectangular currents in each stage as semi-transparent pale-blue striped zones; while overlapping them, apply their level-specific horizontal/vertical forces. Populate the normal stages with six or seven bobbing hazards and seven pearls. Hazards should be visibly pixel-textured and include purple spiky urchins, pale-blue jellyfish with dangling tentacles, dark mines with bright radial spikes, and eel-like horizontal creatures. Contact costs one of five health, briefly grants invulnerability with flashing/scaling feedback, and knocks the diver back. Pearls are small white/cyan vertical gems that bob, rotate, disappear on contact, add to the pearl count and score, and show a collection message. Normal-level decor should repeat across the long route: bright pink/cyan branching coral for Coral Sprint, blue-gray rock pillars for Trench Drift, and turquoise temple/ruin columns for Ruin Current. The boss arena uses cyan coral/rocks and a large pixel “Tide Maw” creature near the right side, with a separate red/pink glowing core.

Boss rules: the Tide Maw has 8 health and must be damaged only by dashing into the exposed core while the brief dash is active; each successful hit consumes the dash and reports remaining core health. The boss slowly bobs vertically, physically damages the diver on contact, and shoots small white/cyan projectiles aimed at the diver about every 1.1 seconds. Projectiles travel across the arena and cost one health on contact. Once the core reaches zero, remove the boss, set it defeated, show “Boss down — swim to the gate,” and require reaching the gate. Score should increase by 15 per pearl and on completion by remaining time plus 20 per collected pearl and 30 per remaining health. Preserve the visible retro pixel-art look: dark navy water, cyan highlights, pale aqua UI, blocky canvas textures with no image smoothing, simple flat sprites, translucent HUD/control panels, and subtle fog/parallax depth. Do not add unimplemented worlds as playable; only the Water four-level slice is playable while the roadmap remains informational.

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