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Arcade › Feather Fling
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Made by Albert Brownlee, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.
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Feather Fling was built by Albert Brownlee 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 Feather Fling 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 responsive 2D browser game titled “FEATHER FLING,” presented as a playful hand-drawn/cartoon slingshot puzzle in a bright sky. Use a full-window canvas with a pale blue vertical-gradient sky, soft white rounded clouds drifting slowly, a gently glowing pale-yellow sun, and a green ground strip along the bottom with a darker green edge and subtle grass marks. Keep the interface layered over the canvas with rounded, semi-transparent white pills, bold dark blue text, and chunky colorful buttons with small pressed-state shadows. The game has a home screen overlay with a large red FEATHER FLING logo, the subtitle “A hand-drawn sky adventure with 50 flingable levels,” and three buttons: “Play level 1” (red), “Level select” (blue), and “Watch cutscene” (green). Level select opens a panel titled “Choose a level,” subtitle “Pick any unlocked stage,” and a grid of 50 numbered square buttons. Match the actual behavior: all 50 are selectable, with the current level outlined/highlighted and lower-numbered levels visually marked done; include a Back home button. The cutscene option opens a dark translucent card titled “The flock takes flight” with text about the bright sky, wobbly towers, and a tiny bird making a large entrance, plus a Skip cutscene button. The cutscene itself is a brief simple canvas animation: darkened sky, pulsing sun, a red bird flying/bobbing from the left, a sling-like white motion line, two brown tower pieces, and a green pig; it automatically returns home after roughly eight seconds and can be skipped or escaped. When playing, show a fixed top bar with a FEATHER FLING pill, a status pill reading “Level N/50 · Score N · Birds N,” Home and Restart buttons, and a hidden-until-win green Next button. At the bottom, show a pill displaying the current bird and fixed power readout (for example “Bird: RED · Power 123%”) and the instruction “Drag farther back and release · tap in flight for ability.” On the canvas, place a wooden two-pronged slingshot on the left, with its pouch/bird initially around 13% of the screen width and about 72% of screen height (above the ground). The player drags the bird backward from the sling, constrained to a maximum pull distance of 165 pixels, and releases to fling it in the opposite direction. Draw elastic bands while aiming. Pointer/touch input must work; clicking/tapping the bird grabs it, dragging aims, and releasing launches. While a bird is already flying, tapping/clicking anywhere or pressing Space activates its special ability once. Build a physics-driven destruction puzzle. Gravity is about 920 pixels/second²; launched birds have air drag, bounce against the ground, bounce off the screen’s left/right edges, and collide with rectangular wooden blocks and circular green pigs. Wooden blocks are warm tan/orange rectangles with thick brown outlines and a light highlight line near their top edge. Blocks have hit points: impacts reduce HP, award 50 points, create matching debris particles, and destroy/bounce/fall when HP reaches zero. Destroyed blocks become physical falling props with rotation and velocity. Pigs are round light green cartoon faces with darker green outlines, two dark eyes, and a pale green oval snout; striking a pig kills it, awards 500 points, creates green particles, and imparts a little motion. Generate the level structure procedurally from the selected level. Position the structure around 60% of the screen width, resting near the ground. Use 2 plus (level modulo 3) vertical towers, with spacing approximately 10.5% of screen width, tower heights of 72 plus (level modulo 5)*15 pixels, and narrow vertical blocks about 26 pixels wide. Add horizontal connecting planks between adjacent towers. Put pigs above alternating towers. Every fifth level adds an extra tall, stronger vertical block high above the structure and another pig. Some blocks have 2 HP on periodic levels. The goal is to eliminate every pig. On success, stop the round and show “LEVEL CLEAR!” (or “ALL 50 LEVELS CLEAR!” on level 50), and show Next except on the final level. If the bird comes to rest or leaves the play area, automatically load the next available bird when birds remain. Start each level with 4 birds; subtract one at launch. If all pigs remain and all birds are exhausted, stop and show “Out of birds — tap Restart.” Restart resets the current level’s score, bird count, structures, and state. The keyboard R also restarts during play. Cycle the bird type by level: levels 1, 5, 9, etc. use a red RED bird with orange/yellow beak and no ability; the next type is a yellow YELLOW bird with orange beak and a BOOST ability; the next is a blue BLUE bird with pale accent and SPLIT ability; the fourth is a dark charcoal BLACK bird with gold accent and BOMB ability. Draw birds as simple colored circles with a white eye, dark pupil, triangular beak, and two dark rectangular feather/eyebrow shapes on top; add a soft colored glow and a fading dotted/round flight trail. The boost ability multiplies velocity by 1.9 and emits yellow particles. Split creates two smaller blue bird projectiles angled about ±0.34 radians from the current flight direction and emits pale-blue particles. Bomb emits gold particles, camera shake, destroys nearby blocks within about 145 pixels (awarding 120 per affected block), and kills pigs within about 160 pixels (awarding 500 each). Ensure abilities can only be used once per launched bird. Add colorful burst particles for impacts and abilities, light camera shake for the bomb, and smooth animation using requestAnimationFrame. Keep the cheerful, clean, rounded cartoon presentation and make it playable with mouse, touch, Space for ability, R for restart, Home navigation, and level progression exactly as described.