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Arcade › Forest Mania Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Taym Amin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Forest Mania Run yet. Play it, then tell Taym Amin what you would add next.
Forest Mania Run was built by Taym Amin 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 Forest Mania Run 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 responsive full-screen 2D pixel-art endless runner titled “Forest Mania Run.” Use an HTML canvas with crisp pixelated rendering and a fixed side/front-facing arcade view: the player stays near the lower center while scenery, obstacles, and collectibles move from right to left, giving the impression of automatically sprinting forward. The playable path has three lanes at roughly 30%, 50%, and 70% of the screen width. The player character is a small bright-green cartoon duck/animal, rendered from a pixel-art sprite when available, with animated sprinting legs and a slight bob; draw a low horizontal green forest path beneath it. It automatically runs until the player collides or falls. Core controls: Left/Right arrows or A/D move the duck one lane at a time, smoothly interpolating toward the selected lane. Space, W, or Up Arrow makes it jump; jumping uses a strong upward arc and lands back on the ground. Down Arrow or S starts a short slide, changing the character to a low horizontal pose. On touch/coarse screens, show four large bottom controls: left and right buttons grouped at bottom-left, and down/slide and up/jump buttons grouped at bottom-right. Prevent page scrolling and support mouse/touch button presses. Continuously spawn randomized hazards in one of the three lanes and move them leftward at the current run speed. Include exactly these visible obstacle types: gray stacked rocks, brown horizontal logs, dark open pits in the ground, and low brown branches with green leaves overhead. Rocks and logs can be avoided by changing lane or jumping; pits require jumping or changing lane; branches require sliding or changing lane. End the run on collision, except a jumping duck can clear rocks/logs and a sliding duck can pass beneath branches. Show a centered overlay after failure with title “Bonk!” for ordinary hits or “You fell!” for pits, plus score, distance, best score, and a “RESTART RUN” button. Spawn collectible items in lanes as the run progresses: gold spinning coins, using a pixel coin sprite if available, and pink/red fruit with a brown stem and green leaf. Place them either near ground level or floating higher in the air so the player can collect them by occupying the matching lane and intersecting them. Add 25 points for a coin and 40 for fruit, with small square particle bursts in gold or pink on collection. Add occasional square particle effects for jumps, landings, sliding dust, and impacts. Use escalating difficulty: start at speed 270, increase speed over time and distance, and cap it at 760. Score rises continuously with time and speed; distance increases in meters based on speed. The HUD is fixed over the canvas: upper-left translucent dark teal panel with white pixel/monospace text “SCORE [number]” and “DIST [number]m”; upper-right matching panel with “BEST [number]” and “MANIA x[ multiplier].” Mania is current speed divided by starting speed, displayed to one decimal place. Persist the best score in localStorage and update it when a run ends. Visual style: colorful cheerful forest with hard-edged pixel blocks and no antialiasing. Fill the sky with a cyan-to-pale-blue/green gradient, add simple blocky white clouds, layered forest/tree background silhouettes that scroll more slowly than the path, and green grass bands. Add three subtle pale lane markers and scrolling dashed ground streaks. Scatter small pixel flowers (pink/yellow petals) and red-capped mushrooms along the roadside. Use a vivid palette of cyan sky, bright greens, brown wood, slate gray rocks, deep navy pits, pink fruit, gold coins, and purple UI panels. The initial state should show a translucent wash over the scene and a large centered purple bordered instruction panel reading “Forest Mania Run,” explaining the lane, jump, slide, collectible, and hazard controls, with a yellow “START RUN” button. The game should resize to the viewport while maintaining the full-screen canvas and mobile-friendly UI. Keep the experience as a single endless run with no additional levels or weapons.