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Arcade › Emoji Jump
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Paula longoria built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Emoji Jump yet. Play it, then tell Paula longoria what you would add next.
Emoji Jump was built by Paula longoria 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 Emoji Jump 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.
Rebuild a light, phone-friendly 2D side-scrolling platformer titled “Emoji Jump.” Use Three.js (or an equivalent 2D-rendered scene) with an orthographic camera, flat colorful emoji-styled sprites, and a horizontal camera-following world. The background should be a cheerful sky-blue scene with a subtle pale gradient toward the bottom and several soft white, semi-transparent cloud groups at different distances. Keep the presentation clean, playful, and rounded, with no complex textures or realistic lighting. The player is a large smiling face emoji 😄 on a pale yellow rounded-square tile, approximately 2.4 world units wide/high. The player runs and jumps across separated floating platforms. Platforms have a green grass-colored top/body and a thicker brown dirt-colored underside, appearing as broad rectangular rounded-ish cartoon terrain blocks. Physics should feel arcade-like: horizontal movement at a steady speed, gravity, a capped falling speed, and a strong vertical jump. The player can land on a platform only when descending through its top while horizontally overlapping it; there is no need for elaborate wall collision. Falling below the level or touching an enemy costs a life. Build three short sequential level sections. Level 1 starts on a wide low platform, then climbs through several staggered platforms toward a high goal, with additional platforms extending to the right; place four collectible ⭐ stars along the route and one roaming 😈 enemy. Level 2 starts farther right and has a series of rising staggered platforms, four ⭐ stars, and two roaming enemies (a 🦀 near the starting area and an 👾 near the far platform). Level 3 is the final rising sequence, with five ⭐ stars and two enemies (🔥 near the start and 😵 near a later platform), ending at a 🏁 goal. Platforms should be separated by jumpable gaps and arranged in the same general ascending zig-zag structure: low starting ground, intermediate ledges, higher ledges, then a goal platform and some right-side continuation. Each enemy is a large emoji tile on a pale reddish background and patrols left/right over a specified horizontal range, reversing direction at the endpoints; visually flip it when changing direction. Place a large 🏁 flag emoji tile at each level’s goal. Reaching/overlapping the flag completes the current level; the game advances automatically to the next level after a short “Level clear! 🎉” pause. The player does not need to collect every star to finish: stars increment the score when touched, disappear when collected, and bob gently vertically while uncollected. Give stars a small rounded pale-yellow tile, gentle rotation, and floating animation. Add a three-life system. The HUD should show three translucent white rounded pill counters across the top: “⭐ 0” score at left, “❤️ 3” lives in the center, and “🏁 1 / 3” level at right. Center a short instructional/status message beneath them, such as “Collect the stars and reach the flag.”, “Watch the roaming emoji enemies.”, and “Final stretch — keep your jumps clean.” During play, show brief messages like “Go!”, “Star collected! ⭐”, and “Ouch! Back to the checkpoint.” When hit or falling, decrement lives, briefly pause, make the player semi-transparent/blink with invincibility, then respawn at the current level’s starting checkpoint. If lives reach zero, pause and show a centered game-over overlay reporting the star score with a Restart button. After clearing level 3, show a centered win overlay titled “🏆 You Win!” reporting the total stars collected and offering “Play Again.” On first load, show a large centered translucent white rounded dialog over the game with the heading “😄 Emoji Jump,” text explaining “Hop across emoji platforms, grab stars, and reach the goal flag.”, desktop instructions “A/D or ←/→ to move, W / ↑ / Space to jump.”, phone instructions “Use the on-screen buttons.”, and a prominent warm orange/yellow pill-shaped “Play” button. Behind the dialog, the HUD, clouds, platforms, player, and first-level scene should already be visible. Use a dark translucent screen scrim, soft shadows, generous padding, and bold dark-blue typography. Support desktop keyboard controls: A/D or Left/Right arrows for horizontal movement, and W, Up arrow, or Space for jumping. Support touch devices with persistent bottom controls: large circular left and right arrow buttons grouped at the lower left, and a green circular jump button with an upward-turn arrow at the lower right. The buttons should have glossy/light gradient fills, rounded shadows, and remain usable while the overlay is dismissed. Holding movement should continue moving; jumping should trigger on press and release cleanly. Keep the canvas full-screen and responsive to window aspect ratio, with touch-action disabled to prevent page scrolling. Include a small desktop hint near the lower-right area reading “Move: A/D or ←/→ · Jump: Space,” hidden on narrow screens.