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Kask Hırsızı

  • 2d
  • platformer
  • arcade
  • stealth
  • collectathon
  • side-scroller
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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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Make your own game

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.

Read the build brief for Kask Hırsızı

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, single-screen canvas 2D side-scrolling platform game titled “Kask Hırsızı” (Helmet Thief), with Turkish interface text. The player is a small geometric thief wearing a yellow helmet, with a bright cyan-blue rectangular body, moving through a dark nighttime city to steal 8 yellow construction helmets before losing 3 lives.

Use a 2200-pixel-wide horizontal world with a fixed viewport that follows the player horizontally: the camera should stay clamped to the world edges and place the player around 35% of the viewport width. Render the scene with a vertical dark-blue gradient sky, from approximately #172554 at the top to #0f172a at the bottom. Behind the level, show repeating blocky dark slate skyscrapers with occasional small lighter windows. The playfield has a wide dark slate ground platform spanning the whole world at y=0 with height about 70, plus five elevated slate platforms with thin orange/yellow top edges: approximately (x=220,y=180,width=230,height=24), (600,280,260,24), (1000,170,250,24), (1390,300,260,24), and (1750,190,260,24). Use simple filled geometric shapes and no external art assets.

The player should be a 28x42 character controlled with A/D or Left/Right arrows for horizontal movement and W, Up Arrow, or Space for jumping. Horizontal speed is about 260 pixels/second, jump velocity about 570, and gravity about 1450; implement platform landing from above and clamp the player within the world. The player starts near x=100 and falls onto the ground. Draw the character as a cyan-blue rectangular torso, a yellow circular helmet/head, a pale helmet stripe, and two tiny dark eyes. Include responsive touch controls at the bottom: blue rounded square left and right arrow buttons on the lower left, and a larger yellow “Zıpla” button on the lower right. On desktop these controls can be semi-transparent until hovered; on mobile they should be usable with pointer/touch events.

Place exactly 8 collectible yellow helmets at these world coordinates: (300,140), (690,240), (1080,130), (1470,260), (1810,150), (2020,-40), (520,-40), and (1280,-40). Draw each uncollected helmet as a yellow half-dome/cap with a dark orange/brown horizontal brim. When the player overlaps one, mark it collected and remove it from the scene. The objective is to collect all 8.

Add four red patrol guards, moving back and forth horizontally on the ground: initial positions and patrol ranges are approximately guard 1 x=470, min=360,max=580,speed=55; guard 2 x=900,min=760,max=980,speed=75; guard 3 x=1320,min=1180,max=1380,speed=60; guard 4 x=1690,min=1550,max=1740,speed=70. Guards should reverse direction at their range limits. Draw each as a simple red rectangular body and pale-red circular head with a dark-red cap/hair strip. Each guard projects a translucent red triangular vision cone roughly 150 pixels in the direction it is facing, vertically about 65 pixels above and below its position. Treat the player as detected when close to a guard (roughly within 150 horizontal and 90 vertical pixels of the guard’s body/head), unless temporarily invulnerable. Being detected, or falling well below the viewport, costs one life and resets the player to x=100 with zero velocity and gives about 1.5 seconds of invulnerability/flickering transparency. Start with 3 lives. When lives reach zero, stop the game and show a Turkish game-over overlay.

HUD: keep a fixed overlay above the canvas. At the upper left, show a dark translucent rounded pill reading “Kask: 0/8” with the live collected count. At the upper right, show a matching pill reading “Can: 3” with remaining lives. Use bold white text with subtle shadow. At the initial title/instruction overlay, center a dark nearly opaque rounded rectangle around the upper-middle portion of the screen with a yellow border. Show the yellow title “Kask Hırsızı”, the instruction “Devriyedeki bekçiye yakalanmadan kaskları topla!”, and “WASD / oklar: hareket · Space: zıpla”, followed by a yellow button labeled “Oyuna Başla”. The overlay should be hidden once the game starts, and Enter or Space should also start it. Make the UI responsive using viewport-relative sizing and keep the game from scrolling.

On collecting all 8 helmets, stop gameplay and show the same centered overlay with the heading “Başardın!” and message “Bütün kaskları çaldın. Şehirdeki en hızlı hırsız sensin.”, with a yellow button labeled “Yeniden Oyna”. On losing all lives, show “Yakalandın!” and “Kaskları tekrar çalmak için yeniden dene.” with a “Tekrar Oyna” button. Restarting must reset all helmets, player position/velocity/invulnerability, lives, and guard positions. Keep the overall visual style as clean, flat, colorful geometric arcade art: navy night background, slate platforms/buildings, yellow collectible helmets and UI accents, cyan player, and red guards.

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