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Diaper Dash

  • 2d
  • arcade
  • catcher
  • endless
  • mobile
  • casual
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. Desmond Robinson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Diaper Dash yet. Play it, then tell Desmond Robinson what you would add next.

Make your own game

Diaper Dash was built by Desmond Robinson 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 Diaper Dash 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 Diaper Dash

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 portrait-friendly 2D canvas arcade game titled “Diaper Dash.” Use a fixed full-screen top-down/front-facing playfield with no scrolling camera: a soft pastel nursery-like background that vertically gradients from pale pink at the top through creamy yellow to peach near the bottom, with several subtle horizontal white/pink animated stripes. The bottom roughly 120px is a pink floor area with repeating small cream/yellow rectangular tile marks.

At the top, overlay three rounded translucent white HUD pills with dark mauve text: “Score: 0” on the left, “Lives: 5” centered, and “Speed: 1.0x” on the right. Start with a centered translucent white modal card with a pale pink border, rounded corners, and soft shadow. It says “Diaper Dash,” then “Catch the falling bottles and diapers — avoid the poop.” and “Drag, tap the sides, or use arrow keys to move.” Include a bright pink pill-shaped “Start Game” button. Beneath the play area near the bottom, show the hint “Catch the cute stuff — don’t let it hit the floor.” and two large translucent circular mobile controls at the bottom center, separated by a gap: a left triangle button and a right triangle button.

The core game is an endless falling-object catcher. Once started, hide the modal and place a wide, rounded light-blue catcher/basket at the bottom, just above the floor. It has a pale cyan inset panel, a dark mauve curved rim/handle line over its top, and a small pink circular decoration in the center. The catcher moves only horizontally and is clamped to the screen edges. Support desktop keyboard controls with ArrowLeft/ArrowRight and A/D, where holding a key moves the catcher; support the on-screen left/right buttons as hold controls; and support pointer/touch dragging or moving horizontally on the canvas so the catcher follows the pointer. Keep touch interaction from scrolling the page.

Spawn falling objects near the top at random horizontal positions, initially about every 0.72 seconds, with the interval gradually decreasing over time down to 0.28 seconds. Each object falls downward with slight sinusoidal horizontal drifting, rotation, and randomized size/speed. The three object types and their exact rules are: approximately 48% bottles, 34% diapers, and 18% poop. Bottles are white rounded baby bottles with a blue label/body section and a small cream/yellow cap, and are worth 2 points when caught. Diapers are white stylized triangular/curved diapers with pink side tabs, and are worth 1 point when caught. Poop is a brown cartoon swirl/lump with lighter brown circular accents; catching it costs 1 life and subtracts 2 points, but a poop that reaches the floor does not cost a life. A bottle or diaper that falls past the floor costs 1 life. Remove each object after catching it or reaching the floor. The catcher collision should be a forgiving horizontal overlap between the item and the catcher near the floor.

Start with 5 lives and score 0. Object falling speed begins around 220–300 pixels/second and increases with elapsed time by roughly 5% per second; display this as “Speed: 1.0x” increasing from a minimum of 1.0x. When a good item is caught, or poop is caught/misses, emit a brief burst of about nine small colored sparkle particles that scatter and fade under gravity: blue for bottles, pink for diapers, brown for poop caught, and pale red/pink for good items that hit the floor. Update the hint after catching poop to say “Yuck! Poop costs 1 life and 2 points.”

When lives reach zero, stop the game and show the centered modal again with “Round Over,” “You caught [score] points worth of baby gear.”, “Tap below to try again.”, and a “Play Again” button. Play Again resets score, lives, elapsed time, falling objects, particles, spawn timing, and catcher position, returning to gameplay. Keep the overall visual style cute, clean, flat 2D vector-like shapes, pastel pink/cream/blue colors, mauve typography, rounded UI, subtle transparency, borders, and shadows. Use responsive sizing: the catcher should be roughly 88–120px wide depending on viewport, and preserve the HUD and controls on mobile and desktop.”

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