Appearance
Arcade › Jester Drift
Click the game above and it runs right here in your browser. No download, no installer, no account needed. David Teymurzade built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Jester Drift yet. Play it, then tell David Teymurzade what you would add next.
Jester Drift was built by David Teymurzade 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 Jester Drift 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.
Create a browser-based 2D arcade survival game titled “Jester Drift,” rendered full-screen on an HTML canvas with a fixed HTML/CSS HUD overlay. Use a pastel candy/sugar-maze visual style: pale lavender-pink background, animated repeating 34px checker pattern of small pink and pale-cyan circular candy dots with white highlights, and a horizontal translucent white divider around y=130. The camera is a static top-down view of the entire screen; the playfield fills the viewport beneath the HUD. The player is a small wobbling pink circular jester/blob character named SAM, outlined in white, with two triangular jester-hat points (one yellow and one mint green), white eyes and dark-purple pupils. Draw a fading pink circular trail behind the player and occasional tiny white spark particles around it. Put the SAM nameplate above the player in dark purple text. Start the player around 28% of the viewport width and 55% of its height, with initial velocity drifting diagonally down-right (vx 2.1, vy 1.55). Movement is momentum-based: WASD or arrow keys apply acceleration of 0.16 per frame/update in the corresponding direction; clamp each velocity component to ±3.5, then move the player continuously. Keep the player within the play area by bouncing off screen bounds: left/right approximately 24px inset plus player radius, top at approximately y=138 plus radius, and bottom approximately 24px inset. The player should bounce off the rounded rectangular wall obstacles as well. At the start and on restart, procedurally create 9 static rounded rectangular candy walls at random positions, with random lengths from 90–180px, thickness 18px, and either horizontal or vertical orientation. Render them as nearly white rounded rectangles with a purple outline and glossy white top highlight. Also create 8 stationary spinning red circular saw hazards at random playfield positions, with radius 18–26px. Each saw is a 24-point alternating-radius jagged gear/saw shape, dark red outline, pale center disk, and dark center hub, rotating continuously at an individual speed between about 2.5 and 5.2. If the player comes within player radius plus roughly 78% of the saw radius, immediately end the run. Add 5 drifting blob NPCs/bots, randomly positioned in the playfield, with radius 14, random bright HSL colors, small random velocities between -1.5 and 1.5, and individual wobble phases. Give them the same simple circular jester-like appearance as the player (colored blob, white outline, yellow and mint hat points, eyes). They bounce off loose screen boundaries around x=30 and y=150/bottom, and when they collide with the player, reverse both their own velocity components and the player’s velocity components; this collision does not end the game. Walls and bots should be visually layered behind the player trail and player. The run is endless and survival-based. Track elapsed survival time in seconds and display it as an HH:MM:SS timer. Display distance beginning at exactly “2002.3m” and increasing by 18.7 meters per second, formatted to one decimal place. Include a subtle scrolling motion in the candy background while the player and obstacles remain in screen coordinates. When a saw hits the player, stop all gameplay updates, show a translucent dark-purple full-screen overlay, and center a white rounded game-over card reading “Bonk!”, a result such as “You survived 0s · 2002.3m,” and a pink pill-shaped “Try again” button that resets the timer, player, hazards, walls, bots, trail, and resumes play. Build the HUD as a fixed, non-interactive overlay except for controls: top-left stacked labels “SURVIVAL TIME” and “DISTANCE” in uppercase, widely spaced, bold dark purple, with large white numeric values and subtle purple shadow. Top-right place five white circular buttons with purple shadows, labeled visually with the symbols ◉, ✦, ☷, ⚙, and ♫; only the music button needs functional behavior, toggling its text between ♫ and 🔇 when clicked. Beneath the top HUD, center a large translucent-white pill banner with dark purple bold text “SURVIVE THE SUGAR MAZE.” At the bottom center, show a translucent-white pill instruction panel reading “WASD / arrows to steer · dodge the saws.” Keep the overall typography heavy, rounded, playful, and high-contrast, with responsive sizing for narrow screens. Prevent page scrolling and support keyboard controls.