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Arcade › Ducky World 2D
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Juanito Alves built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ducky World 2D yet. Play it, then tell Juanito Alves what you would add next.
Ducky World 2D was built by Juanito Alves 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 Ducky World 2D 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.
Recreate a 2D side-scrolling platform game titled “Ducky World 2D,” with the interface and in-game text in Spanish. Use a full-screen responsive canvas with a bright, friendly cartoon style: blue sky, soft white clouds, distant rounded green hills, simple tree silhouettes, and grassy ground. The camera follows the player horizontally through a long linear level about 4200 world units wide, keeping the duck roughly one-third from the left side of the screen. Start on a Spanish title menu overlaying the scenic background. Center a large rounded white translucent panel with a subtle shadow. At the top show a bobbing duck icon, then the orange title “DUCKY WORLD,” the subtitle “La gran aventura del pato · 2D,” and the description “Corre, salta, recoge monedas y derrota al Rey Ganso.” Include a large orange “JUGAR” button, plus blue secondary buttons “SELECCIONAR MUNDO” and “PERSONALIZAR PATO.” Those secondary buttons do not open additional systems; clicking them displays a brief message that other worlds or new costumes are coming soon. Clicking JUGAR starts the level, hides the menu, shows the HUD and mobile controls, and displays a brief message such as “¡Llega hasta el Rey Ganso!”. The playable character is a small stylized yellow duck with a round body and head, orange bill, dark eyes, red cap/top detail, brown wing/neck-like detail, and blue feet. Place it at the beginning of the level. Implement responsive keyboard controls: Arrow Left/Right or A/D move, Space/Arrow Up/W jump, and Shift makes movement faster. Movement should have acceleration and friction, gravity, and a double-jump: one jump from the ground and one extra jump while airborne. Also provide touch controls at the bottom of the screen after starting: large left and right buttons and a circular up/jump button, with press-and-hold behavior. Build the level from chunky brown platforms with bright green grass tops. Include a sequence of large ground sections separated by gaps, with elevated platforms for jumping. Specifically use broad ground sections around x=0–900, 980–1480, 1550–2350, 2440–2980, and 3090–4200, plus smaller elevated platforms around x=620, 850, 1180, 1450, 1810, 2100, 2580, 2860, and 3350 at varied heights. Add Mario-like square blocks in groups, some orange/yellow question-mark blocks and some brown brick blocks, including groups near the early section, around x=1040–1166, and around x=2300–2384. Add two green pipes as solid obstacles, one early around x=560 and another near x=3000. Scatter collectible items along the route: approximately 22 golden coin ovals across the level, each worth 100 points, and exactly three pale golden feather collectibles, worth 500 points each. The three feathers are positioned in elevated areas around x=720, x=1880, and x=3420. Collected items disappear, and briefly show “+100” or “¡Pluma dorada!” feedback. Track coins, feathers, lives, and score in the HUD. Add four simple red roaming enemies shaped like squat red oval creatures with dark eyes. They patrol back and forth within bounded ranges near x=760, x=1320, x=2200, and x=2760. The player defeats an enemy by landing on it from above, which bounces the duck upward and awards 250 points with “¡Rebote!” feedback. Touching an enemy from the side or below costs a life. Falling into a gap also costs a life. Start with 3 lives; on losing a life, respawn at the latest checkpoint, reset vertical motion, and show “¡Plaf! Regresas al punto de control.” Move the checkpoint forward as the duck advances. When lives reach zero, stop gameplay and show “Fin de la aventura — pulsa JUGAR para reiniciar.” Restarting with JUGAR resets all collectibles, enemies, boss, score, lives, and position. At the far right, include a large pale/white goose boss called the Rey Ganso, patrolling horizontally in a bounded region around x=3600–3900. Draw it as a large off-white oval-bodied boss with a yellow/orange beak or facial marking and a simple gold crown-like shape. The boss has 3 hit points. The duck damages it by landing on it from above, bouncing away and awarding 500 points while showing “¡Golpe! N restantes”; side contact costs a life. After three successful stomps, make the boss disappear and show “🏆 ¡Corona recuperada!”. Place a finish flag near x=4070. The level completes only after the boss is defeated and the duck reaches the flag, then stop gameplay and show “🏁 ¡Nivel completado! Ducky salvó la pradera”. During gameplay, place a translucent dark blue HUD bar/badges across the top: on the left show a coin icon and count plus a feather icon and count formatted like “0/3”; on the right show heart lives and star score. Use white bold text with a slight shadow. Brief event messages appear centered near the bottom above the touch controls in a rounded dark teal box. Keep the visual implementation clean and flat-shaded, with geometric canvas-drawn sprites, saturated green/orange/brown colors, rounded UI panels, and no detailed textures or complex animation beyond the bobbing menu duck, scrolling camera, movement, and simple enemy patrols.