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Arcade › Game Fish
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Final Boss Editing built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Game Fish yet. Play it, then tell Final Boss Editing what you would add next.
Game Fish was built by Final Boss Editing 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 Game Fish 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 mobile-friendly top-down 2D fishing slingshot game titled “Game Fish.” Use a tall, portrait-friendly playfield with a dark blue ocean filling most of the screen and a wide mustard-yellow shore bar across the top. Render the playfield cleanly with softly glowing, blurred colored circular sprites floating and drifting through the water. The player’s fisherman/start point is a small white marker on the shore, connected to a white fishing line and white glowing bob; during aiming, show a white dotted prediction line. The core loop is a daily three-cast mini-game. Persist the current day, casts remaining, today’s XP total, and best score locally. At the start of a new calendar day, reset casts to 3 and today’s score to 0 while retaining the best score. Display translucent dark rounded HUD pills in the upper-left reading “Casts 3,” “Today 0,” and “Best 0” (with live values). Input and aiming: the player taps/clicks a location on the shore to place the fisherman horizontally, then drags downward from that shore point to aim and build cast power. Clamp the drag to a downward direction and use its length as power, up to a maximum; ignore very short pulls. Show a dotted line from the shore to a preview point while dragging. On release, cast the bob into the water in the direction opposite the pull/slingshot vector, with launch speed increasing with power. Only allow casts aimed downward into the water. The fisherman remains at the chosen shore position and the line stretches from it to the bob. Include a bottom-left translucent hint panel initially saying “Tap the shore to place your fisherman. Drag down to aim, release to cast.” Update it with short contextual instructions such as releasing to cast, aiming into the water, and reeling guidance. After a brief flight, automatically switch to reeling. The bob moves back toward the fisherman and the player can steer it horizontally to collect rewards or avoid mines. Provide three translucent dark rounded buttons near the bottom center while reeling: “◀ Nudge,” “Reel Faster,” and “Nudge ▶.” Holding the nudge buttons moves the bob left/right, clamped within the water; holding Reel Faster temporarily increases the reel speed. Also support keyboard A/D for left/right steering and Space for the reel-speed boost. The bob should remain in the water during reeling. A cast ends when the bob reaches shore, or immediately if it collides with a mine. Populate the water with moving, wrapping entities. Seed each cast/field with about 6 red glowing mines and 10 fish, then continuously spawn more moving rewards during play. Entities drift horizontally/vertically, expire after short lifetimes, and wrap around the playfield edges. Use these visible circular glowing styles: common cyan/light-blue orbs, rarer green orbs, epic pink orbs; fish in five colors (light blue, green, yellow, orange, pink) with increasing size by rarity; pale peach treasure; and red mines. Collision is based on the bob touching an entity. Collecting an orb adds 5 XP for common, 10 for rare, or 20 for epic. Fish awards 30 XP multiplied by rarity from 1 through 5. Treasure awards 50 XP. Collected objects disappear and the cast’s caught counters update. A mine is dangerous: remove it, cancel the cast, award zero for that cast, and snap the bob back to shore. Add subtle simple synthesized notes for successful pickups/casts and a noise sound for a mine, but keep audio optional and initialize it only after user interaction. When a cast finishes, show a centered modal over a darkened translucent overlay. Style it as a dark navy rounded rectangle with light text and buttons. Title it “Cast result.” For a successful cast, show “+N XP this cast,” then “Caught: X fish, Y orbs, Z treasure” and “Casts left today: N.” For a mine collision, instead show “Mine hit — cast cancelled.” while still showing the caught counts and casts remaining. Include “Cast again” and “Close” buttons. Cast again closes the modal, resets the bob, and refreshes the moving field for variety; Close only dismisses it. If no casts remain, attempting to cast opens a modal titled “No casts left today” with text explaining to come back tomorrow for 3 more casts and showing today’s XP. After the third cast, show a local-only rank estimate based on today’s score: at least 240 XP says top 10%, at least 160 says top 30%, at least 90 says top 60%, otherwise encourage the player that skill matters. Keep the visual style minimal and polished: system sans-serif typography, dark translucent glass-like UI panels, subtle borders, rounded corners, blue water, yellow shore, white linework, and softly glowing colored rewards. Make the canvas responsive to the browser size while preserving a tall consistent world framing.”,