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Hillbound

  • 2d
  • physics
  • driving
  • arcade
  • side-scroller
  • endless
  • mobile
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How to play

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

Discussion

Nobody has said anything about Hillbound yet. Play it, then tell drivingversestudio what you would add next.

Make your own game

Hillbound was built by drivingversestudio 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 Hillbound 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 Hillbound

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-view physics driving game titled “Hillbound,” rendered in a full-screen HTML canvas with a clean, colorful flat-vector style. The camera follows a small red jeep traveling from left to right over rolling green hills. Use a bright cyan-to-pale-blue vertical gradient sky, several soft semi-transparent white clouds, a distant light-green hill layer, and a foreground green terrain layer with a dark-green outline along its uneven surface. The terrain should be a continuous procedural-looking series of smooth rolling hills and dips, suitable for driving indefinitely to the right.

The player vehicle is a compact red, boxy open-window jeep with a dark red outline, two light-blue windows, a small yellow front headlight, and a tiny dark rear bumper. It has two large dark navy wheels with light gray hubs and cross-shaped spokes. A simple driver sits above the body: a yellow circular head with a dark teal hair/hat strip. The whole jeep should visibly rotate and tilt with the terrain and airborne motion, and the wheels should spin as the vehicle moves.

Implement lightweight physics: the jeep has horizontal and vertical velocity, gravity, angular velocity, wheel/terrain contact, and spring-like correction when the wheels penetrate the ground. Driving torque follows the local terrain slope. Holding gas accelerates forward and can rotate the vehicle in the air; holding brake/reverse applies backward input and braking. The player’s main goal is to travel as far right as possible while keeping the jeep upright. Track distance in meters based on forward progress from the starting x position, never reducing the displayed maximum distance if the player reverses. Track and persist a best distance using local storage.

Controls must work both on desktop and touch devices. Provide two large fixed bottom buttons: a red/coral “◀ BRAKE” button on the lower left and a green “GAS ▶” button on the lower right. Buttons respond while held, including pointer/touch capture and a pressed visual state. Also support keyboard ArrowLeft for brake/reverse and ArrowRight for gas; release stops the input, and clear held input when the window loses focus. Pressing R after a loss restarts.

Add a fixed HUD over the canvas: at the upper left show the bold, widely letter-spaced title “HILLBOUND”; at the upper right show rounded translucent white pills labeled “DIST [number] m” and “BEST [number] m.” Near the upper center show a rounded translucent white instruction banner reading “← brake / reverse  •  → gas  •  stay upright”; fade this hint to low opacity after the first few seconds. Keep the HUD dark navy text with subtle light text shadow.

When the driver/vehicle becomes upside down and the driver’s head contacts the terrain, or when the jeep falls far below the viewport, end the run. Display a translucent dark overlay and a centered cream card with a dark navy border and rounded corners. The card says “Wipeout!”, explains “The driver hit the ground upside down.”, and has an orange “RESTART” button. Restart resets the vehicle to the starting position, velocities, angle, distance, camera, and game-over state while retaining the saved best score. Use a smooth horizontally tracking camera that keeps the jeep around the left-to-middle portion of the screen as it advances. Ensure the scene scales to the full viewport and remains playable on mobile portrait layouts.

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