Appearance
Arcade › Kitchen Flop
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Debra Crane built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Kitchen Flop yet. Play it, then tell Debra Crane what you would add next.
Kitchen Flop was built by Debra Crane 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 Kitchen Flop 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 browser-playable 3D third-person arcade game titled “Kitchen Flop” (the game may display the longer subtitle “Kitchen Flop Escape”). The player controls a small fish stranded on a kitchen floor and must reach a glowing blue water bowl before its dryness meter reaches zero. Use a Three.js-style 3D scene with a perspective follow camera. The camera follows behind the fish based on its current facing direction, positioned roughly 5.6 units behind and 3.1 units above the fish, with smooth lag/interpolation, and looks toward the fish. The camera should gently reveal the environment as the fish moves rather than using an overhead view. Keep the scene framed as a dark, moody kitchen diorama with subtle fog and a dark vignette around the screen edges. Level layout: use a large square tiled kitchen floor, approximately 40 by 40 units, with gray stone/marble-like tiles, visible dark grout lines in an 8-by-8 procedural tile pattern, slight noise, and grime at grout intersections. Surround it with a dark room/wall boundary. Place a long wooden cabinet block along the left side around x=-9, including three cabinet sections at z=-6.7, 0, and 6.7, each about 6 wide, 6 deep, and 2.2 high, with a dark countertop slab above/along them. Place a tall brushed-metal refrigerator block on the right/back area around (10, -8), about 3.2 wide, 5.2 high, and 3 deep. Place a wooden table around (5, 4), with a thin tabletop about 7 by 4 and 2.2 units high, supported by four narrow dark wooden legs; the legs should act as individual obstacles. The cabinets, countertop, fridge, table top, table legs, and outer room edges are solid collision obstacles. The goal is a water bowl at approximately (11.2, 10.6). Build it from a dark low cylindrical base, a dark raised torus rim, and a flat transparent/shimmering blue water surface. Add a subtle blue point-light glow. The fish wins when its horizontal distance from the bowl center is less than about 1.1 units. Player avatar: model a small stylized low-detail fish lying close to the floor. Use a horizontally oriented blue-gray capsule body with a lighter off-white belly, a small cone-like rear tail, a fin, and two visible white spherical eyes with dark irises. Start it at approximately (-2, 0.18, -2), with a slight initial yaw. Give the fish a small shadow and use physically based materials: muted blue-gray body, lighter belly, darker blue-gray fins, moderate roughness, and slight metalness. Add a subtle tail wiggle while moving and a brief squash/stretch effect after each flop. Core mechanic: the fish cannot walk continuously; every directional input triggers a discrete flop impulse. W/Up flops toward negative Z, S/Down toward positive Z, A/Left toward negative X, and D/Right toward positive X. Each accepted flop has a cooldown of about 230 ms, adds a horizontal impulse of about 3.6, adds an upward hop impulse of about 1.35, turns the fish to face the flop direction, and applies a tiny random angular jitter so movement feels imperfect. Cap horizontal speed around 6. Apply gravity around -9.2, floor contact at y=0.18, and strong ground friction so the fish slides briefly then settles; use weaker air friction while hopping. Resolve collisions approximately as a sphere of radius 0.42 against axis-aligned boxes, pushing the fish away and damping its velocity on impact. Play a short bump sound when it hits an obstacle. The game starts with dryness at 100 and drains continuously by about 5.2 points per second, giving roughly 19 seconds to reach the bowl. When dryness reaches zero, stop active play, show “You dried out. Tap Restart.”, and play a descending lose tone. On reaching the bowl, stop active play, show “Splash! You made it.”, and play a short ascending C5-E5-G5 win melody. Restart resets the fish to the start position, zeroes velocity, resets dryness to 100 and flops to 0, and hides the result message. R also restarts. Desktop controls: W/Up, S/Down, A/Left, D/Right for flops and R for restart. Mobile controls: show a large four-button D-pad in the lower-left with translucent dark rounded square buttons and white triangular arrows for up, down, left, and right; tapping a button triggers its corresponding flop. Also support quick swipe gestures anywhere outside the UI: horizontal swipes flop left/right and vertical swipes flop up/down. Hide the D-pad on fine-pointer desktop devices. HUD: overlay the 3D scene with a minimal dark translucent interface. At the top-left, display rounded pill panels reading “Dryness: 100%” and “Flops: 0”, updating continuously. Put a rounded “Restart” button beside them. Use pale gray-white text, subtle borders, backdrop blur, and a very dark blue-black transparent background. Center a small rounded translucent message panel near the top when the player wins or loses. Add a full-screen radial vignette overlay that is transparent near the center and darkens toward the edges. Lighting and visual style: use hemisphere lighting with a cool sky and dark ground tint, a strong white directional light from above/right casting soft shadows, and a warm low-intensity point light for kitchen bounce. Enable soft shadows, ACES-like filmic tone mapping, and subtle fog fading into the near-black room boundary. Use procedural textures for gray tile, brown wood grain with knots/noise, and brushed pale metal. Keep the overall presentation grounded and moody but clearly game-like, with the water bowl’s saturated blue glow as the main color accent. Audio should be simple and autoplay-safe: initialize audio on the first click, touch, or keydown. Use a short pink-noise plus low triangle tone for flops, a brief low bump tone for collisions, an ascending three-note synth melody for success, and descending notes for drying out.