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Arcade › Fruit Slice
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dan Str built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Fruit Slice yet. Play it, then tell Dan Str what you would add next.
Fruit Slice was built by Dan Str 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 Fruit Slice 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 browser game titled "Fruit Slice" as a full-screen portrait/landscape responsive arcade slicing game. Use a bright, clean 3D presentation with an orthographic camera, a dark navy-to-black radial-gradient background, and simple softly lit 3D meshes. The playfield is the whole screen behind the UI. Fruits launch from below the bottom edge in upward ballistic arcs with randomized horizontal velocity, high vertical velocity, gravity, rotation, and varied spawn positions. The player holds and drags with mouse or touch to draw a blade swipe; each movement segment tests collision against the flying objects, and releasing ends that swipe and evaluates its combo. Show the swipe as a bright white arrow from the beginning of the current gesture to its latest point, with a triangular arrowhead, fading shortly after release. Slice regular fruit with visible colored burst particles; regular fruit should visibly split into two clipped halves that kick apart, rotate, fall, and fade, with colored inner cut surfaces. Include these regular fruits, using recognizable simple 3D forms: striped green watermelon with pink/red interior, orange, lime, blue-purple blueberry, and a curved yellow banana. Add small stems to spherical fruits and realistic-ish materials/textures. Also create a black spherical bomb with a gold fuse and white exclamation mark. Bombs appear in Classic, Arcade, and Fire modes, but not Zen. A bomb hit in Classic immediately ends the run with the title "Bomb!"; in Arcade and Fire it removes 10 points and continues. Do not allow the score below zero. Main menu: use a centered translucent dark panel with rounded border, large white "Fruit Slice" heading, subtitle explaining "Swipe left/right to pick a mode. Swipe down to start.", a mode pager such as "ARCADE 2/4", and three large circular mode selector buttons arranged as a left/selected/right carousel. Each circular button has a colored glowing ring, animated circular text, fruit/emoji icon and mode label. The four selectable modes are Classic (blue/watermelon), Arcade (orange/banana), Zen (green/apple), and Fire (red/flame). The selected mode is emphasized by scaling/glow. Let users click a mode button, or swipe horizontally over the selector to cycle modes; swiping down starts the selected mode. Add a pill toggle labeled "🔥 Fire Mode: OFF/ON". Selecting Fire mode automatically turns it on; for other modes, the toggle can turn the lava modifier on or off. HUD during play: at the upper left show rounded translucent pills for "Mode: [name]" and "Score: [number]". Show a Time pill only for timed modes and show an x2-style multiplier pill only while an active score multiplier exists. In Classic, show strike markers at upper right as red outlined squares with crossed marks; three strikes ends the game. Centered toast messages should briefly display events such as "MISS", "CRIT +10", "HIT COMBO +N", "DOUBLE SCORE!", "FREEZE!", "FRENZY!", "-10", "LIFE +1", or "POMEGRANATE!". At the bottom, show a small rounded instruction pill reading "Hold + drag to swipe (mouse/touch)". Rules and scoring: each normal fruit slice is +1. If the swipe path passes near the fruit center, award an additional +10 critical bonus and show "CRIT +10". If one released swipe slices at least three fruits, award an additional bonus equal to the number of fruits sliced in that swipe, e.g. three fruits gives +3, and show the hit combo toast. Score gains are multiplied by the current multiplier. In Classic, an unsliced normal fruit falling below the playfield adds one strike; three strikes ends the game as "3 Strikes!". Classic has no timer, and reaching each successive 100 points removes one strike (one regained life) if any strikes exist. In timed modes, the run ends when the timer reaches zero, showing "Time!". Modes: Classic is untimed, has misses/strikes, bombs that end the game, and no special bananas. Arcade lasts 60 seconds, has bombs that cost 10 points rather than ending the game, and can spawn special bananas. Zen lasts 90 seconds, has no bombs and no special bananas, and is pure fruit slicing. Fire lasts 60 seconds, has bombs that cost 10 points, and always has the lava modifier enabled. The optional Fire Mode modifier can also be enabled for Classic, Arcade, or Zen: display a glowing animated red/orange lava strip across approximately the bottom 22% of the screen; any unsliced non-bomb object that reaches/touches the lava immediately ends the game as "Lava!". Fire mode itself forces this on. Arcade special bananas: occasionally spawn curved bananas carrying clear labels/textures: x2, ICE, or FZ. Slicing x2 activates a 2x score multiplier for 10 seconds and shows an x2 HUD pill; slicing ICE slows gameplay motion to about 22% speed for 5 seconds; slicing FZ activates Frenzy for 8 seconds. During Frenzy, spawn intervals become much shorter and spawn packs are commonly 2–3 objects. Arcade also creates a large red pomegranate bonus fruit near the last five seconds, with a crown-like top; show "POMEGRANATE!" when it appears, let it award a normal slice point, and have it disappear after a short lifetime. Spawning should continuously create objects roughly every 0.92 seconds in Classic, 0.78 in Arcade/Fire, and 0.75 in Zen; normal packs sometimes contain two objects, while Frenzy uses frequent larger packs. Bomb probability should be roughly 10% in Classic and 13% in other bomb modes. Special bananas should be uncommon (about 11% of Arcade spawns). Keep object motion and particles active behind the HUD. Use simple Tone.js-style synth audio if available: short triangle synth blips for slices, higher notes for combos/critical hits, and a noise burst for bomb hits; initialize audio on the first click/touch/key interaction. End screens should be translucent centered panels showing the result title, "Final Score: N", and "Play Again" plus "Menu" buttons. Ensure mouse and touch dragging work without page scrolling and the layout adapts to screen size.