Arcade › Ink Rider
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ink Rider yet. Play it, then tell Oleg Sidorkin what you would add next.
Ink Rider was built by Oleg Sidorkin 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 Ink Rider 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 single-screen 2D physics drawing game titled “Ink Rider,” presented like a hand-drawn bicycle puzzle on an off-white graph-paper sheet. Use a full-viewport canvas with no scrolling and responsive sizing. The background should be warm light gray/beige paper (#ece8df) with faint blue-gray square grid lines about 26px apart and sparse subtle crumple/speckle dots. At the top left show bold, slightly imperfect-looking text “LEVEL 3” in dark charcoal, with a tiny tilt and white shadow. At the top right place two compact paper-colored UI buttons with dark borders, rounded corners, and offset dark drop shadows: a lightbulb icon over “WATCH” and a skip/fast-forward icon over “SKIP.” Centered near the top is a dashed-border rounded instruction card reading exactly: “Draw one sturdy green line across the gap. Release to send the rider!” At the bottom center show a rounded translucent paper status pill initially reading “Drag to sketch a bridge.” The playfield is a fixed horizontal crossing. Around 72% of the viewport height (capped near 550px on tall screens), draw a thick charcoal ground line from the left edge to roughly 35% of the screen width, then a gap/pit, then another thick ground line from roughly 68% width to the right edge. Add a faint parallel line beneath each platform. In the pit, draw evenly spaced diagonal gray hatch marks extending downward to indicate danger. On the right platform, place a charcoal finish flag: a vertical pole rising about 100px above the ground, topped by a 3-by-3 checkerboard flag of alternating dark and paper-colored squares, and label it “FINISH” below the ground. The player is a simple black/charcoal ink sketch of a bicycle and rider waiting on the left platform. The bike has two outlined circular wheels with small spoke marks, a triangular/angular frame, handlebar, and a stick rider above it with a circular head. Include a small star-like mark near the rider’s head. Keep the line-art style rough, minimal, and monochrome. The bike’s physics body is centered between the wheels; wheel centers are about 22px to either side of the body center, wheels about 14px radius. It should visibly rotate as it travels and airborne, with spinning spokes and occasional small gray dust particles behind the rear wheel. Core interaction: the player draws exactly one freehand route with mouse, touch, or pointer drag on the canvas before the ride begins. On pointer down, start collecting points; append points only when they are more than about 5px apart, render the current stroke in green. On release, if the stroke has at least two points, lock the drawing and automatically launch the bicycle. The drawn line is the bridge/terrain only across the pit: render it with a broad translucent dark-green under-stroke and a narrower solid green (#38a965) center stroke. The line is collision terrain by its proximity to the bicycle wheel x positions; accept freehand segments and slightly diagonal strokes, not just a mathematically straight line. Simulate simple 2D bicycle motion. Before and after the gap, the existing ground is at the platform height. While the wheels are over the gap, only the user’s green stroke can support them. Determine terrain height by finding the nearest drawn segment around each wheel x (within roughly 18px horizontal distance), and use the sampled line slope to affect the bike’s orientation. Accelerate forward toward roughly 132 pixels/second while grounded and roughly 112 pixels/second in air; use gravity around 820 pixels/second squared. The bike should retain momentum in the air rather than gaining full ground acceleration. Use stable small physics substeps each frame. When wheel contact occurs, place the bike on the surface, damp vertical bounce, and transfer the drawn ramp slope into the bike angle. Give airborne rotation inertia and a gentle forward pitch; poor ramps/landings should make the rider tumble rather than snapping upright. The bicycle can leave a short-lived trail of dust while moving quickly. The goal is to ride from the left platform, across the user-drawn green bridge, land on the right platform, and reach the finish flag while grounded. On a successful crossing, stop physics, replace the status with a centered success overlay, and emit roughly 90 falling colorful confetti rectangles in red, blue, yellow, green, and purple. The success overlay should be a lightly translucent screen wash with a centered, slightly rotated white paper card/banner reading “IT’S GREAT!” in huge bold dark lettering, with a heavy offset shadow. Beneath it provide buttons “↻ Replay,” “⌂ Home,” and “Next level ➜,” plus the caption “★ SAFE CROSSING ★”. Replay and Home reset the current puzzle to its initial state; Next level resets and changes the displayed label to “LEVEL 4.” Failure conditions: if the bicycle falls below the viewport, travels too far right, or rotates beyond roughly 1.35π radians, mark it as failed, show the status “The rider missed the bridge — replay!”, then automatically reset after about 0.9 seconds unless a win occurred. While drawing, status should read “Keep the line steady…”; after release it should read “Hold your breath…”. The hint button toggles the instruction card and, when shown, changes status to “Try a gentle upward ramp, then a flat landing.” The skip button briefly shows “Level skipped” and resets after about 400ms. Keep all controls responsive on both desktop and touch devices, with the canvas using touch-action:none and a crosshair cursor. Preserve the visual hierarchy, minimal hand-inked aesthetic, dark charcoal outlines, green player-drawn bridge, and simple arcade physics exactly rather than adding enemies, collectibles, score, lives, or extra levels beyond the visible Level 3/Level 4 label behavior.