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Arcade › Kaskımı Geri Ver

Kaskımı Geri Ver

  • 2d
  • top-down
  • arcade
  • collectathon
  • avoidance
  • casual
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How to play

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.

Discussion

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Make your own game

Kaskımı Geri Ver 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 Kaskımı Geri Ver 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 Kaskımı Geri Ver

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 browser-playable 2D top-down arcade game titled “Kaskımı Geri Ver” (“Give My Helmet Back”), using a full-screen responsive canvas with a fixed HUD overlay and Turkish text. The scene is a dark navy-to-near-black vertical gradient space-like arena sprinkled with small pale blue stars. Inside the arena is a translucent darker rectangular playfield inset from the edges, with repeated horizontal dashed lane markings in muted blue. Keep the camera fixed in screen space; there is no scrolling.

At the start, show the game world behind a centered title/instructions overlay. The title is large bold yellow text with a dark orange shadow: “KASKIMI GERİ VER!”. Under it, show: “Bir video çekimi başlamadan önce kaskın kaçırıldı. Kaskı yakala, engellere çarpma ve bitiş çizgisine ulaş!” and a rounded yellow button labeled “Oyunu Başlat”. Also show the top hint: “Kaskı kap ve kaç! Ok tuşları / WASD veya ekrandaki düğmeler.” The start button begins a fresh run.

The player is a small cyan/light-blue circular cartoon avatar, initially near the lower-left portion of the arena (about 22% of screen width, 72% of screen height). Draw a dark navy semicircular hair/visor shape near the top of the circle, two small white eyes, and a dark blue rectangular mouth/detail near the bottom. Move the player in four directions with Arrow keys or WASD, and with four large on-screen buttons at bottom-left: ◀ ▲ ▼ ▶. Normalize diagonal movement. Clamp the player inside the arena bounds. Base movement speed is about 235 pixels/second. Include a bottom-right cyan rounded button labeled “⚡ Hızlan”; holding it, or either Shift key, increases movement speed by 1.65x.

Place a collectible yellow hard hat/helmet near the upper-right (about 77% width, 28% height). Draw it as a yellow domed helmet with an orange bottom brim and the word “KASK” in light cream/yellow on it; give it a slight animated rocking/spinning motion. The player collects it on contact, earns 100 points, and the helmet disappears. Then display the prominent instruction “KASK SENDE — BİTİŞE!” near the top center and change the finish zone’s appearance.

Create a vertical finish zone at the far right: a narrow translucent strip inset from the right edge, with vertically rotated white text “BİTİŞ”. Before the helmet is collected it is faint yellowish; after collection it becomes a brighter translucent cyan zone. The player wins only after collecting the helmet and entering the right-side finish area (player x greater than screen width minus about 52 pixels). On victory, stop the game and show a centered overlay headed “KASK GERİ ALINDI!” with text like “Skorun [score]. Çekim kurtuldu — tekrar oynamak ister misin?” and change the button label to “Tekrar Oyna”.

Scatter 7–14 round red/coral obstacles randomly throughout the arena at the beginning of every run (the count is based on viewport width, bounded between 7 and 14). Each is roughly 15–25 pixels in radius, gently bobbing vertically over time. Draw each as a coral-red circle with a small orange highlight circle offset upper-left and a dark plum “!” in its center. When the player overlaps an obstacle, subtract 5 points but never below zero, push the player slightly backward based on the current movement direction, and briefly show a dark rounded toast near the bottom center reading “Dikkat! Engele çarptın”. Do not add lives or health bars.

The HUD must remain visible above the canvas: upper-left dark translucent pill with “🏁 Skor: 0” and the live score; upper-right matching pill with “⏱️ 45”. Each run starts with a 45-second countdown, displayed as rounded-up remaining seconds. If time reaches zero before finishing, stop the game and show a centered “OYUN BİTTİ” overlay with text “Süre bitti veya çok fazla engele çarptın. Bir tur daha dene!”. The score is increased by 100 for collecting the helmet, and on successful finish add twice the rounded-up seconds remaining. The collision toast should fade away after about a second.

Use a cheerful, polished casual-game visual style: rounded UI pills and buttons, bold system sans-serif typography, dark translucent HUD panels, yellow/orange emphasis, cyan player and dash control, soft shadows, and subtle starfield/lane animation. Make the layout responsive to desktop and mobile, with touch/pointer controls that work by holding the directional buttons and dash button. Prevent page scrolling. Support Space or Enter to start when the game is not running.

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