Skip to content

Arcade › Jimmy Jumps Jars

Jimmy Jumps Jars

  • 2d
  • arcade
  • endless
  • platformer
  • obstacle-dodging
  • pixel-art
0
Remix it Discord

1 play

How to play

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

Discussion

Nobody has said anything about Jimmy Jumps Jars yet. Play it, then tell SEBASTIAN STORM what you would add next.

Make your own game

Jimmy Jumps Jars was built by SEBASTIAN STORM 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 Jimmy Jumps Jars 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 Jimmy Jumps Jars

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 2D side-view arcade obstacle-jumping game titled “JIMMY JUMPS JARS.” Render the playfield responsively on a full-screen HTML canvas, with a fixed horizontal ground line around y=430 in the game coordinate system (so on taller screens there is green ground extending below it). Use a clean, blocky, pixel-art-inspired style made from simple rectangles, circles, and rounded rectangles, with no external art assets.

Scene and camera: Keep a static side-on camera. Paint the sky with a vertical gradient from deep navy blue at the top to lighter blue near the horizon. Add a dark blue circular moon/sun in the upper-right sky and two large flat dark blue-gray mountain silhouettes behind the characters. The ground below the horizon is bright grassy green, with a darker green horizontal strip along its top edge.

Characters: Jimmy is the player character near the left side of the play area, initially around x=145, and is a small stylized person about 42x54 pixels. Draw his cyan-blue shirt/body, peach circular face, dark purple flat hair, tiny dark eyes, and dark blue block shoes. Let the player move horizontally with a speed of about 250 pixels/second, clamped between x=8 and 58% of the screen width. Apply gravity around 1900 and make a grounded jump with an upward velocity around -720. Jimmy can only jump while grounded. The main obstacle jars move continuously from right to left across the ground, so the player must hop over them.

Add Jerald, the AI rival, standing near the far-left side at approximately x=72, drawn as a slightly taller blocky person about 42x58 pixels. Give him a coral/red-orange shirt, peach face, pale yellow hair, dark eyes, dark legs, and a white “J” floating above his head. Jerald is not directly controlled: he watches for the next incoming jar and automatically jumps when it reaches his lane, using an upward velocity around -680. He should have a subtle idle bob while grounded. Jerald periodically throws small jars toward the right: while grounded, every roughly 2.4–3.6 seconds, spawn a 22x22 spinning jar traveling right at about 390 pixels/second with an initial upward velocity around -120, then let gravity arc it downward. A thrown jar hitting Jimmy ends the game.

Obstacles and scoring: Start with five large jars spaced along the track, beginning around x=520 and spaced roughly 230 pixels apart. Each large jar is about 36x42 pixels, sits on the ground, and scrolls left. The scrolling speed begins around 280 pixels/second and gradually increases by about 5 pixels/second per second, capped at an additional 180. Draw each large jar as a brown/orange rounded vessel with a lighter orange rectangular rim/lid and a dark brown band beneath the rim; add a very slight rocking/spin animation. When a large jar exits off the left edge, increment Jimmy’s score, update the HUD, and spawn a replacement on the right beyond the screen at a randomized offset of about 100–280 pixels. Jimmy colliding with a large jar from the side or insufficiently above it causes game over; the intended successful collision test is that Jimmy’s bottom must be clearly above the jar’s upper portion to clear it.

Track Jerald’s score separately. When a jar passes beyond Jerald’s x position, count it for Jerald once. If Jerald collides with a jar, reduce his score by one but never below zero, reset him slightly farther left, and show a small coral impact particle burst. Successful jumps by Jimmy or Jerald should create brief square particle bursts at the ground: yellow for Jimmy and coral for Jerald. Also use orange particles when Jerald throws a jar and pink/red particles on a game-over hit. Include simple gravity-driven square particles that fade out.

HUD and controls: Overlay the canvas with a dark-game UI. In the top-left show the bold title “JIMMY JUMPS JARS” with a subtle dark text shadow. In the top-right show “Jimmy: 0” (updated score), and directly below it show “Jerald: 0” in smaller coral-tinted text. Near the bottom center show the instruction “Space / ↑ / tap JUMP to hop • A/D or ←/→ to move.” Add a large circular orange “JUMP” button at bottom-right with a white translucent border and darker orange drop shadow. Keyboard controls: Space, ArrowUp, W, or w jump; ArrowLeft/A/a move left; ArrowRight/D/d move right. Touching the JUMP button jumps; tapping the left portion of the canvas also jumps. Prevent scrolling/gesture interference.

Game over: On Jimmy hitting a stationary jar, display a centered translucent dark panel with rounded corners and a subtle border/shadow. Set the large heading to “JARRED!” and text to “Jimmy cleared [score] jars. Tap JUMP to restart.” On a thrown-jar hit, show “JERALD GOT YOU!” and “Jimmy dodged [score] jars but got hit by Jerald’s throw.” Hide the panel during play. If the player presses jump or taps JUMP after game over, reset scores, positions, obstacles, particles, timer, and the game state and restart with the initial five jars. Keep the gameplay endless until a collision, with an animation loop and responsive canvas resizing.

More free browser games

Browse the whole Arcade →