Arcade › Kask Hırsızı
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 Hırsızı 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 Hırsızı 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 2D top-down stealth arcade game titled "Kask Hırsızı" (Turkish for Helmet Thief), rendered on a full-screen HTML canvas with a fixed Turkish HUD. The game begins on a dark title/start state: a dark navy header/background, a dark green playfield, the HUD pill at top-left reading "🪖 Kask Hırsızı", a top-right pill reading "Skor: 0", centered yellow instruction text "Adamın arkasına geç, yakalanmadan kaskı al!", and a large orange rounded button in the center reading "Oyuna Başla" with a darker orange bottom shadow. At the bottom center show the help pill "WASD / ok tuşları • Telefonda ekrana sürükle". Once started, hide the start button and place the player around 18% of the screen width and 50% of its height, and place the helmet-wearing motorcyclist/guard around 67% width and 48% height. Gameplay is a single-screen top-down stealth chase. The player is a small purple circular avatar with a pale face dot and a dark oval shadow. Move with WASD or arrow keys; on touch devices, pressing and dragging on the canvas steers toward the finger position. The player moves at normal speed 190, but moves slowly at speed 115 while holding Shift or while effectively stationary/stealthing. Clamp the player inside the play area and prevent movement through the four muted gray-green rectangular obstacles: a horizontal wall at about x=22% width, y=32% height, width=22% screen width and height 22px; a horizontal wall at x=58%, y=72%, width=24%, height 22px; a vertical wall at x=78%, y=23%, width 22px and height 22% screen height; and a vertical wall at x=12%, y=70%, width 22px and height 22% screen height. Use simple circle-versus-rectangle collision and leave the obstacles fixed relative to the responsive screen. The guard is a simple stylized person: circular peach head, dark slate rectangular torso, black translucent oval shadow, and an orange motorcycle helmet drawn as a half-dome and brim above the head. He automatically patrols horizontally, moving at 28 pixels per second and reversing direction at 55% and 82% of the screen width. While he still has the helmet, draw a faint yellow circular detection/proximity ring with radius 72 around him. The player must approach from behind: if the guard is moving right, the player must be left of him; if he is moving left, the player must be right of him. When the player is behind and within 42 pixels, instantly remove the helmet, set the score to 100, update the message to "Kaskımı geri ver! Motorcu kaskı o, kırma kaskımı!", and speak that line using Turkish speech synthesis if available. The guard's detection distance is 125 pixels: when the player is within that distance, not behind the guard, and not sneaking, increase an alert meter; otherwise gradually reduce it. At full alert, end the game with the message "Yakalandın! Adam kaskını korudu.", show a centered "Tekrar Dene" restart button, and stop gameplay. When alert is nonzero, draw a red exclamation mark beside the guard and a horizontal alert bar near the top center, with a dark track and red fill proportional to alert. After stealing the helmet, the objective is to flee to the upper-left safe area: if the helmet is gone and the player reaches x less than 14% of the screen width and y less than 25% of the screen height, award 250 points, end the game, show "Başardın! Kask güvenli bölgede.", and show the "Tekrar Dene" button. Keep the score visible in the top-right HUD. The game should also support restarting from the button, resetting score, helmet, guard alert, and positions. Use a restrained flat/vector visual style matching the screenshot: the full background has a dark navy strip/header about 75px tall and a deep desaturated green playfield below it, with roughly 55 randomly placed small translucent dust/star specks in the playfield. The obstacles are dark gray-green, and the upper-left escape area is visually marked by a blue rectangle labeled "KAÇIŞ" in pale blue text around x=24, y=100, size 80x58. Use soft oval character shadows, bold system sans-serif typography, dark translucent HUD pills with subtle borders/shadows, yellow instruction/status text, orange primary buttons, and no camera scrolling or additional levels, enemies, weapons, lives, or inventory.