Arcade › Kask Kapmaca
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.
Nobody has said anything about Kask Kapmaca yet. Play it, then tell Elif Ebrar Mendeş what you would add next.
Kask Kapmaca 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 Kapmaca 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.
Recreate "Kask Kapmaca" as a fullscreen, portrait/landscape-responsive 2D HTML-canvas arcade game with Turkish UI. Use a fixed top-down/flat view of a broad sandy playfield: from y=85 downward fill the field with pale tan (#d9c18f) and draw repeated thin vertical darker strips every 48px; across the top of the field, at y=70-85, draw a dark blue road/barrier strip with short yellow dashed markings. The sky/background above it and behind the game should be a full-screen vertical gradient that changes by level: level 1 blue to light cyan, level 2 purple to peach, level 3 dark red to yellow. Keep the visual style simple, colorful, and vector-like, with no external art assets. The game begins inactive on a dark navy screen with the HUD already visible and a large centered orange rounded button reading "OYUNU BAŞLAT". At top left show bold white "Bölüm 1 · Kask: 0/3" and at top right show "Süre: 60". At the bottom center show a dark translucent rounded help panel: on desktop, "WASD / Ok tuşlarıyla hareket et · Yaklaşınca E ile kaskı kap"; on touch devices, "Joystick ile hareket et · Kaska yaklaşınca ekrana dokun". The button has a darker orange drop/shadow underneath, bold dark text, and should be usable by mouse/touch; pressing Space should also start. When started, place the player near the bottom center. Draw the player as a small dark teal circular character with a bright mint-green semicircular cap/helmet, a yellow horizontal protrusion/visor on the facing side, and an optional small yellow helmet shape above/back of the character when a helmet has been collected. The player moves continuously with WASD or arrow keys, clamped inside the screen (roughly 25px side margins, below y=90, and 30px above the bottom), at about 190 pixels/second. Track facing direction from the last nonzero movement direction. On coarse/touch screens display a translucent 120px circular joystick at bottom left with a smaller movable knob; dragging it controls movement and releasing resets it. Each level contains exactly three collectible yellow construction helmets placed at level-specific screen-relative locations. Draw each uncollected helmet as a bright yellow/orange hard-hat: an upper semicircle, orange brim, and a small pale highlight, with a subtle bobbing animation. Level 1 helmet positions are approximately (22%,27%), (50%,49%), (78%,27%); level 2 approximately (18%,22%), (38%,53%), (62%,25%); level 3 approximately (16%,28%), (50%,22%), (84%,50%). To collect, the player must be within 55px of the nearest uncollected helmet and press E on desktop or tap the canvas on touch/mobile. If too far away, show a temporary dark translucent message near the top saying "Biraz daha yaklaş!". On success mark that helmet taken/invisible, increment the counter, set the carried-helmet visual, show "Kask kapıldı!", and emit a short burst of yellow particles. Add guards as hazards. Each level has level+3 guards (4, 5, then 6), initially distributed across the upper/central field at x positions from about 12% across to the right, and y rows based on 16% plus repeating 22% offsets. Draw each as a simple purple guard: purple rectangular body, peach circular face, dark purple semicircular hair/hat, and two white eye marks. Guards move only horizontally with a smooth oscillating/wandering motion, clamped around 45px from the side edges, with per-guard speeds around 35 + level*10 plus a small random amount. If a guard touches the player (roughly combined radii plus 5px), create a red particle burst, reset the player to bottom center, subtract 4 seconds from the current timer, and temporarily show "Yakalandın! -4 saniye". Guards do not remove helmets or otherwise end the game. The HUD must update continuously: top-left text is "Bölüm [level] · Kask: [collected]/3" and top-right is "Süre: [ceil remaining seconds]". Each level starts with a fresh 60-second countdown and resets the collected count. If the timer reaches zero, stop the game, show a temporary message "Süre bitti!", and display a centered orange "TEKRAR OYNA" button. When all three helmets are collected, advance immediately to the next level, reset the timer and layout, and show "Bölüm 2! Daha fazla gardiyan var." or the corresponding level message. After all three levels are completed, stop the game and show "Kazandın! 3 bölümü bitirdin." plus the centered "TEKRAR OYNA" button. Restart starts again at level 1 with a fresh timer. Use brief fading notification messages in a dark rounded box below the top HUD. Keep the game strictly to the mechanics and visuals described: collect helmets while avoiding horizontally wandering guards under a 60-second-per-level timer.