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Island Hopper

  • 2d
  • platformer
  • adventure
  • cartoon
  • world-map
  • mobile-friendly
0
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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. Mirka Kotolia built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Island Hopper yet. Play it, then tell Mirka Kotolia what you would add next.

Make your own game

Island Hopper was built by Mirka Kotolia 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 Island Hopper 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 Island Hopper

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 browser-playable 2D cartoon island-hopping adventure called "Island Hopper". Use a full-screen canvas with a bright, friendly, rounded visual style: bold dark-blue Trebuchet/rounded typography, soft white translucent panels with rounded corners and shadows, blue sky and ocean gradients, simple outlined cartoon characters with oversized heads, and cheerful colored scenery. The game has two modes: a World Map and individual side-scrolling island stages.

WORLD MAP: Show a sky-to-ocean gradient background. The ocean begins around the middle of the screen and has animated white horizontal wave lines; several soft white clouds drift/bob in the sky. Display 25 small floating islands in five staggered rows of five across the ocean. Each island is a colored oval of grass/land with a darker underside and oval shadow below, a tiny tree trunk and rounded canopy, a small accent-colored spot, and a dark circular badge containing its number 1–25. Islands gently bob, enlarge on hover, and can be clicked/tapped to enter. Completed islands show a white check mark. Include the visible label "25 Islands" over the ocean and a hover tooltip card near the lower left showing the island name and theme.

Use these exact island names and theme subtitles, in numbered order: 1 Balloon Bay — festival cliffs; 2 Clockwork Cove — gadget boardwalk; 3 Mystic Marsh — glowing reeds; 4 Sunspire Sands — golden dunes; 5 Frostfern Isle — icy pines; 6 Taffy Town — candy rooftops; 7 Thunder Mesa — stormy badlands; 8 Lantern Lake — paper lantern docks; 9 Cloudtop Camp — floating bridges; 10 Mossfall — waterfall ruins; 11 Prism Point — glassy caverns; 12 Whistle Woods — music treehouse; 13 Cinder Harbor — steamy canals; 14 Comet Coast — starlit beach; 15 Patchwork Plains — storybook farms; 16 Pebbleport — seaside market; 17 Velvet Volcano — soft lava caverns; 18 Mirror Moor — reflection pools; 19 Canopy City — jungle rooftops; 20 Moonmint Isle — night garden; 21 Jubilee Junction — parade avenue; 22 Coral Crown — reef village; 23 Bramble Ridge — thorn maze; 24 Marble Manor — royal courtyards; 25 Aurora Arcade — retro skyline.

HUD/UI: Overlay the canvas with a top translucent white bar. In map mode it reads "Island Hopper" and "Cartoon island adventure — click a stop or pick one from the guide." Include an orange pill-shaped "World Map" button. Below, show a translucent objective card reading "World Map", explaining that the player can pick any island and that all 25 have their own theme and a shared starter quest loop. On the right, show an "Island Guide" panel with a completion counter such as "0 / 25" and a scrollable two-column list of all islands; each list item has its number/name and theme, and completed entries change to "Quest complete" with a greenish highlight. The guide entries are clickable and enter the corresponding island. Keep the UI responsive: on narrow screens the guide becomes one column, and on island mode show large circular mobile buttons for left, right, ACT, and JUMP.

ISLAND STAGE: Clicking any map island or guide entry enters a side-scrolling stage themed by that island's palette. Use a full-screen pastel gradient sky based on the island colors, a pale sun at upper right, drifting white clouds, layered rounded hills, and a broad ground strip. Each stage is a horizontal world about 82 world units wide. Place a continuous ground platform plus raised rounded platforms at approximately (x,y,width): (8,4.2,7), (19,6.6,8), (31,9.1,8), (45,5.8,9), and (58,8.1,9). The camera follows the player across the stage. Decorate the ground with about ten simple rounded-canopy trees, three bobbing tethered balloons, and the pastel island accent color. The player is a small outlined cartoon explorer with a large head, brown hair, yellow shirt, simple arms and legs, and dark shoes; animate a subtle walking leg/arm swing and face the movement direction. The NPC guide uses the same big-headed character style and stands near x=17 on a raised/nearby area. Give the NPC a rotating role from this list by island index: Scout, Inventor, Guide, Pilot, Caretaker, repeating. Give each island a relic name cycling by island index: map star, gear stamp, glow shell, sky ribbon, story badge, repeating.

QUEST LOOP: On entering an island, reset the player near the left at x=4 and show a quest card. If the island has not been completed, objective text says to talk to the island's NPC, grab the relic, and reach the star gate. The initial action hint says to walk to the guide. The NPC is nearby at x=17; when the player is within interaction range, show "Talk" above the NPC and the hint "Press ACT or E to talk...". Pressing ACT/E displays a temporary dialogue such as: [NPC role]: "The [relic] is floating near the star gate. Bounce across the platforms and grab it!" Then update the hint to grab the quest item. The interaction is a friendly dialogue prompt; the relic is visually a small glowing pale diamond/star-shaped rotating collectible near the right side around x=61, y=10.2, bobbing vertically. The player collects it automatically by getting close, without a separate button; display a temporary message "You found the [relic]! Head to the glowing gate." and update the objective to return to the gate. (The talk prompt is part of the shared quest loop, but collecting is proximity-based.)

Place the star gate at the far right around x=74: a small brown base/post with a bright white glowing oval portal, pulsing cyan/white halo, and a "Finish" label when the player is close and has the relic. Once the relic is held, hint that the gate is on the far right. Entering the gate automatically, or pressing ACT/E within range, completes the island, adds its ID to the completed list, briefly displays "[Island] complete! Back to the map.", and returns to the World Map shortly afterward. On already-completed islands, do not respawn the relic; set the player as already holding that relic and only require returning to the gate, with objective text explaining that the relic was already found. Completion persists across all 25 islands and updates the guide counter and checkmarks.

MOVEMENT/PHYSICS: Support desktop keyboard controls A/D or Left/Right to run, W/Up/Space to jump, E/Enter to talk/use, and M to return immediately to the map. Support touch controls with on-screen left/right, JUMP, and ACT buttons; make them large, circular, and easy to press. Use acceleration, friction, a maximum horizontal speed, gravity, and collision against the ground and raised platforms. The player can jump across the platforms and falls back to the ground rather than leaving the bounded stage. Keep the camera smoothly following horizontally. Show a bottom desktop hint: "Move: A/D or arrows · Jump: W/Space · Talk/Use: E"; hide this on small screens. In island mode change the top status to the current theme and whether the quest item has been found; show the objective and action hint in a translucent card. A top World Map button remains available to return to the map. Dialogue appears as a centered-bottom translucent panel and fades after a few seconds. Do not add combat, enemies, inventory systems, sound, multiple lives, or other mechanics beyond this map-selection, platforming, NPC dialogue, collectible relic, and gate-completion loop.

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