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Arcade › Frog Pond Dash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. David Ipadeola built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Frog Pond Dash yet. Play it, then tell David Ipadeola what you would add next.
Frog Pond Dash was built by David Ipadeola 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 Frog Pond 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.
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 side-scrolling platform game titled “Frog Pond Dash” using a full-window canvas. The game is shown from a side-on orthographic view with a gently scrolling camera following the frog horizontally; keep the player around 35% of the screen width and clamp the camera to the 2600-pixel-wide level. Use a bright, friendly cartoon style: a vertical sky gradient from light blue (#8ed8f5) at the top to pale green (#d6f5c5) near the bottom, semi-transparent repeating cloud silhouettes in the background, and rounded green distant hill shapes. Platforms are chunky rectangular earth blocks with a green grass strip on top, brown soil sides, and small light texture marks. The level floor/platform layout is fixed: ground blocks at x=0..520, x=610..1050, x=1170..1670, and x=1780..2600, all beginning at y=480 and extending 60 pixels downward. Add elevated platforms at (270,380) size 150x24, (520,305) size 170x24, (760,390) size 150x24, (1010,330) size 150x24, (1290,375) size 160x24, (1510,290) size 170x24, (1880,370) size 170x24, and (2160,305) size 160x24. The gaps between ground sections are lethal falls. The player is a cute stylized green frog, approximately 42x46 pixels, drawn from simple shapes rather than requiring a player sprite: dark green body ellipse, lighter green belly, two raised eye bumps with white eyes and dark pupils. Face the frog left or right according to movement. Start it at x=80, y=390. Implement solid platform collision from above, gravity, horizontal acceleration and friction, and jumping: left/right arrows or A/D move, Space, Up, or W jumps. Use acceleration about 1800, horizontal max speed about 290, gravity about 1500, and jump velocity about -650; jumping is allowed only when grounded. Clamp horizontal position within the world. On touch devices, display bottom controls: separate rounded left and right arrow buttons on the lower left and a large gold “JUMP” button on the lower right; these buttons should support held horizontal movement and jump on press. Hide touch controls on wider desktop screens. Place five repeating purple triangular spike hazards on the ground at x=440 width 44, x=835 width 58, x=1435 width 66, x=1980 width 66, and x=2320 width 70, all with their base at y=480 and top near y=456. Contact with spikes immediately loses. Falling below y=650 also loses. Place exactly three collectible flies at world positions (345,332), (585,255), and (1340,325), each with radius about 18. Render them as small fly sprites if available (a simple dark fallback is acceptable), make each disappear once the frog comes within 34 pixels, and show a fixed top HUD counter “Flies: 0 / 3” updating to the collected count. At the far right, add the goal pond at x=2390,y=390 with size 170x90: a dark blue outer ellipse, smaller bright cyan inner water ellipse, and two small green reeds/grass rectangles. The frog wins only when it overlaps the pond after collecting all three flies. On losing show a centered white translucent rounded dialog with green border, shadow, title “Ouch!” and text “The spikes got you. Try a lower jump and watch the gaps.” for spikes, or title “Splash!” and text “The frog missed a platform.” for a fall, plus a gold “Try again” button. On winning show title “Pond reached!”, text “Three flies collected. The frog wins!”, and a gold “Play again” button. Restart resets the frog, camera, score, fly states, and game state. Also allow R to restart after game over. Use a fixed overlay HUD above the canvas. At the top left show a translucent white rounded help badge reading “← → move · Space jump”; at top right show the flies counter. Use dark blue-green text (#153542), bold system sans-serif typography, subtle text shadow, rounded 12–22px corners, and gold buttons with darker pressed shadows. On narrow screens, the bottom controls are visible and the overlay remains responsive; on desktop only the keyboard help and counter appear.