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Fit Fair Dash

  • 2d
  • pixel-art
  • runner
  • dodger
  • arcade
  • mobile
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. Sebastian Cantu built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Fit Fair Dash yet. Play it, then tell Sebastian Cantu what you would add next.

Make your own game

Fit Fair Dash was built by Sebastian Cantu 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 Fit Fair 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 Fit Fair 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 mobile-friendly 2D pixel-art arcade runner/dodger titled “Fit Fair Dash.” Use a crisp, nearest-neighbor Canvas 2D presentation that fills the screen while maintaining a low-resolution game view around 320x180. The game is viewed from the side in a horizontally scrolling world about 1920 pixels wide; the player travels right toward a fitness contest building, but can move freely in four directions within the playable lane using WASD or arrow keys, plus four large on-screen touch buttons (left, right, up, down) arranged near the bottom corners. Keep the tone exaggerated, colorful, slapstick, and non-realistic.

The player is an adult fitness contestant drawn as a chunky outlined pixel character. She has a square peach face, dark purple hair, a bright cyan sporty top, pink rounded belly area, purple legs, and simple pixel arms and feet. Start her near the left at x=36 with zero fat. Her movement speed is about 86 and movement slows continuously as her Fat Meter rises, down to a very slow fraction at high fat. Clamp her horizontal movement between the start and the finish at x≈1748, and her vertical movement to the lane around y=92–151. Animate idle breathing, belly pulsing, body sway, hair movement, arm rocking, blinking, and simple leg/bobbing motion. As fat increases, smoothly enlarge her silhouette: the belly becomes much wider and rounder, the torso fuller, and the overall body height grows somewhat. Do not portray this realistically or sexually; it is a cartoon game character.

Place nine cute cartoon snack-magic blobs along the route at approximately x=188, 322, 480, 620, 780, 944, 1130, 1320, and 1510. They are colorful, outlined, rounded blob creatures with tiny ears, eyes, smiles, blinking, squash-and-stretch breathing, small hops, and little sparkles. Use varied colors including pink, cyan, lime, yellow/orange, lavender, coral, mint, magenta, and blue. Give them radii approximately 6–18 and fat values 18, 24, 30, 40, 46, 65, 72, 96, and 116 (larger blobs add more). Each living blob subtly moves toward the player horizontally and bobs vertically. When the player collides with a blob, mark it eaten/removed, add its fat value to the player (capped at 400), briefly make the player invulnerable, emit colorful pixel puffs, and show a short message such as “A cute blob bonked you with snack magic!”, “Blob hug! Your fat meter jumped.”, or “Squish! Bigger blobs add more fat.”

At the top of the screen display a prominent HUD overlay labeled “FAT METER,” with a dark inset pixel-styled bar bordered in pale yellow. Fill it from 0 to 100 percent as fat goes from 0 to 400, using a gradient from green through yellow and orange to hot pink, and show numeric text such as “0 / 400.” Include a temporary centered message box near the top. On touch devices, the HUD should not block the canvas except for the controls; use pointer-enabled directional buttons with dark purple translucent backgrounds, pale-yellow borders, and pixel/arcade styling. Show a Restart button only after an outcome.

Build the outdoor route with a bright candy-like pixel-art environment: a sky gradient from cyan at the top through lavender/pink to warm peach near the horizon, blocky cream clouds with purple undersides, a soft pixel sun/glow and faint diagonal light beams, a purple/mauve ground and road with pale-yellow edge lines and repeating small markings, and chunky parallax trees. Trees have brown trunks and layered green square/oval foliage. Keep the camera following the player horizontally, with parallax clouds, road markings, and trees moving at different rates. Near the right end, draw a pink-and-yellow outlined contest entrance/building with a dark doorway, a cream sign reading “FITNESS,” and small colored flags.

If the player reaches the finish before the Fat Meter reaches 400, switch to a static animated judging scene rather than continuing the route. Show a dark purple indoor/stage background with spotlight beams, a mauve floor, rows of small audience-like block figures, a “FITNESS CONTEST” sign, the player on the left, and a pixel judge on the right. Change the judge’s face according to the final fat value and display an award after the judging delay: fat 0–80 gives a calm judge and “FIRST PLACE”; 81–199 gives a slightly surprised judge and “SECOND PLACE”; 200–279 gives a wide-eyed judge and “THIRD PLACE”; 280–339 gives a shocked judge and “FOURTH PLACE”; 340–399 gives a jaw-dropping judge and a pink “DISQUALIFIED”/“TOO HEAVY” result. Award scenes should produce falling multicolor confetti. For the disqualified result, show the cartoon implication that helpers roll the player back outside, then transition into the collapse gag.

When the Fat Meter reaches exactly 400, or after the disqualified high-fat contest sequence, enter a collapse mode. Draw the enlarged character lying collapsed in a silly, harmless cartoon pose and animate an endless vertical chocolate-tube gag above her: a blue outlined tube, cream cap/sign elements, and a looping stream of brown pixel chocolate with a banner reading “ENDLESS CHOCOLATE GAG,” plus occasional colored sparkles/puffs. Continue the gag until the player presses Restart; do not add realistic injury or graphic content. Restart resets the player, all blobs, the camera, particles, outcome state, and Fat Meter to the initial run.

Use crisp rectangular pixel primitives and layered pixel ovals with a dark purple outline palette. The main palette should include dark plum outlines, cream/yellow highlights, peach skin, purple hair and environment, cyan sportswear, pink belly shading, bright green grass/trees, and saturated blob colors. Start with a brief instruction message: “Reach the fitness contest! Dodge cute blobs. Arrow keys/WASD or touch buttons.” Implement a continuously updating animation loop, collision particles, blinking and squash/stretch animations, and expose optional debugging methods equivalent to window.getGameState() and window.setGameState(patch) for reading or adjusting mode/player state.

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