Arcade › Kask Çalma
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Elif Ebrar Mendeş built it with Cinevva, so it works on a phone or a tablet too.
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Kask Çalma was built by Elif Ebrar Mendeş 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 Kask Çalma 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 responsive browser game titled “Kask Çalma” (Helmet Theft), a simple 2.5D side-scrolling stealth game playable with keyboard and touch controls. Use a full-screen HTML canvas with a dark nighttime palette and a clean system sans-serif HUD layered above it. Core objective and flow: Show a start overlay over the game with the large title “KASK ÇALMA”, Turkish instructions explaining that the player must silently collect the patrol guards’ helmets, avoid being caught as the alarm rises, collect all five helmets, and reach the exit door. Include a gold rounded “Oyuna Başla” button and a small note “2.5D gizlilik oyunu · klavye veya dokunmatik”. When the game starts, reset everything: five helmets uncollected, alarm 0%, player at the far left, and guards reset to their patrol ranges. When the player collects all five helmets and reaches the exit at the far right, show a win overlay titled “Vardiya Bitti!” with text explaining that all five helmets were collected and the escape door was reached. If the alarm reaches 100%, stop play and show a loss overlay titled “Yakalandın!” with text saying a patrol noticed the player and the alarm rose too high. Both end states have a gold “Tekrar Dene” button. World and camera: Make a horizontal world approximately 3600 world units wide, with a ground line around 420 canvas units high. The camera follows the player in a side view, placing the player around 35% from the left side of the screen, clamped to the world edges. The background is a dark blue vertical night gradient, with several layers of muted blue triangular mountain/tree-like silhouettes moving at different parallax depths. The ground is a dark brown strip with repeated lighter dashed markings and a thin nearly-black upper edge. Along the level, draw repeated simple wooden overhead structures/posts: paired vertical brown posts and a horizontal tan beam, with darker inset details. Player: Draw a small stylized human character in profile, facing the direction of movement. The character has a light skin-colored circular head, black/dark helmet-like hair or cap, bright light-blue rectangular torso, and dark shoes. The player can move left and right with acceleration, friction, and a speed cap, and is constrained inside the world. Player controls are ArrowLeft/“a” to move left and ArrowRight/“d” to move right. Holding ArrowDown/“s” makes the player crouch/hide; visibly lower the character while crouching. Track facing direction from the last horizontal movement. Holding Space, or the touch “ÇAL” button, attempts to steal a nearby helmet. Give stealing a brief cooldown/animation ring around the player and show a temporary gold notification near the top reading “Kask alındı!” when successful. Collectibles: Place exactly five gold/yellow helmet-shaped collectibles at world x positions roughly 540, 1120, 1760, 2440, and 3030. Each helmet should be a simple stylized gold hard hat: a semicircular dome, a lighter horizontal highlight/band, and a darker brim. Give them a subtle vertical bobbing animation. A helmet can be taken only when the player is within about 55 world units and presses/holds the steal action; remove it once taken. The HUD must show “Kasklar: 0/5” initially and update the count as helmets are stolen. Guards and stealth: Place exactly five red-uniform patrol guards around x positions approximately 820, 1450, 2080, 2700, and 3290. Each guard continuously walks horizontally back and forth inside its own patrol interval: approximately 650–990, 1260–1620, 1900–2250, 2520–2880, and 3150–3450. Draw guards as small stylized figures with red rectangular torsos, skin-colored heads, pale gray helmet/hair shapes, tiny dark eyes, and light shoes. Guards reverse direction at patrol bounds. A guard increases the alarm while within roughly 150 units of the player if the player is not hidden from that guard. The player counts as hidden if crouching, or if the player is behind the guard relative to the guard’s current movement direction (use the guard’s direction and player facing to determine the rear/stealth condition). Otherwise increase alarm quickly; when guards are not detecting the player, let alarm decrease over time but never below 0. Clamp alarm from 0 to 100. Display a top-right pill reading “Alarm: 0%” and update it continuously. End the game immediately at 100%. Exit: At the far right around x=3480, draw a dark rectangular doorway with a small gold top accent and a glowing mint-green “ÇIKIŞ” label above it. The player only wins after all five helmets are collected and the player reaches the doorway area. HUD and controls: At the top left use a translucent dark rounded pill with “Kasklar: [count]/5”; centered at the top show “← → hareket · ↓ saklan · SPACE çal”; and at the top right show “Alarm: [rounded percent]%”. At the bottom left provide translucent rounded touch buttons for left (◀), right (▶), crouch (▼), and a wider “ÇAL” button. Make the controls usable with pointer/touch input as well as keyboard input. Prevent page scrolling and keep the canvas full-screen and responsive. Use rounded dark translucent panels, subtle borders, white text, and a gold accent color for buttons and steal feedback. Preserve the minimalist, flat-shape, low-detail night aesthetic visible in the reference: no textures, no inventory, no weapons, no extra enemies, and no mechanics beyond movement, crouching/stealth, helmet stealing, alarm, and reaching the exit.