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Arcade › Flop Escape

Flop Escape

  • 3d
  • arcade
  • physics
  • top-down
  • time-trial
  • casual
0
Remix it Discord

8 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Debra Crane built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Flop Escape yet. Play it, then tell Debra Crane what you would add next.

Make your own game

Flop Escape was built by Debra Crane 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 Flop Escape 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 Flop Escape

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 browser-playable 3D arcade game titled "Flop Escape". The player controls a stylized blue fish stranded on a dark tiled kitchen floor and must reach a glowing green EXIT ring before a 60-second countdown expires. Use a simple Three.js-style low-poly diorama presentation with a top-down-ish third-person follow camera, slight tilt, soft shadows, dark blue-gray foggy background, and a navy/charcoal floor covered in visible square grid tile lines.

Build a rectangular kitchen arena approximately 28 units wide by 20 units deep, enclosed by four thick low dark-gray boundary walls. Place chunky rectangular kitchen-counter obstacles as solid AABBs: a long counter toward the upper-left/back area, another toward the upper-right/back, a long counter toward the lower-right/front, and a central island slightly left of center. Add three small square table-leg/pillar obstacles in the lower-left region. Obstacles should be simple matte brown-gray boxes with shadows. Put the exit at the center of the back/top boundary, represented on the floor by a bright mint-green circular ring with a translucent green center/glow. The fish starts near the center of the opposite/lower side of the arena, facing generally toward the exit.

The fish is a small stylized 3D model hovering just above/sliding on the floor: a rounded capsule-shaped cyan/light-blue body, a pale almost-white belly capsule, a dark royal-blue cone-like tail, and a tiny white eye with a dark pupil. It should cast a soft shadow. The fish cannot walk or steer directly. Its movement is physics-driven sliding on the XZ plane: pressing Space applies a short forward flop impulse (about 8.2 strength), adds a little random sideways variation and random spin, and makes the fish briefly hop visually. Flopping has a 0.36-second cooldown, so holding Space produces repeated separated flops rather than continuous movement. Apply linear and angular damping so the fish gradually slides and stops. While sliding, A and D apply opposite torque/wiggle-turn input, allowing the player to rotate their facing direction; there is no direct translational movement from A/D. Make the fish wobble slightly while moving.

Implement circle-versus-axis-aligned-box collision using the fish as a radius-about-0.55 circle. Resolve penetration against all walls, counters, island, and table legs, reflect velocity off surfaces with a modest bounce (about 0.25), and add slight random impact spin. Play a low thunk on wall/obstacle impacts. The player wins when the fish enters the inner portion of the exit ring (roughly 75% of its radius), stopping gameplay and showing: "Escaped! (Barely dignified.) Press R to go again." The timer starts at 60.0 seconds and counts down continuously while active. If it reaches zero, stop the game, play a descending lose cue, and show: "You flopped too late. Press R to try again." Press R at any time to reset the timer, fish position, velocity, rotation, and game state.

Use a fixed HUD over the 3D scene with large light text in rounded translucent black panels: display "Time" and a one-decimal countdown value, plus "Flop" and the cooldown status, initially "READY" and then a short seconds value while cooling down. Include a large instruction panel reading "SPACE flop   A/D wiggle-turn   R restart" and a smaller line "Click or press any key once to enable sound." At the start, briefly display the hint "Flop to the EXIT. You can’t walk — only flop." in a message panel. Use simple synthesized audio: a bright short blip on flop, a low thunk on collision, a short ascending C-E-G chord on winning, and a descending A-F cue on losing; require the first click or key press to initialize sound. Keep the visual style minimalist, dark, geometric, and toy-like, with the fish and green exit standing out against the charcoal tiled kitchen.

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