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Arcade › LUMIHOPE
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Made by Arianis Jimenez, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.
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LUMIHOPE was built by Arianis Jimenez 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 LUMIHOPE 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 a Spanish-language 2D side-scrolling platform game titled “LUMIHOPE,” with a warm, colorful, hopeful presentation. Use a 960x540 logical canvas scaled responsively to the viewport, with a fixed HUD and a camera that follows the player horizontally through roughly 2000 pixels of level. The game opens on a dark indigo background with a centered cream rounded menu card, white border and soft shadow. Show the large pink title “LUMIHOPE,” the subtitle “Una pequeña luz puede llenar un mundo entero de esperanza,” a prominent gradient pink-to-purple “Jugar” button, buttons for “Elegir personaje,” “Mundos,” and “Opciones,” and the control hint “Flechas / A-D · Espacio salta · X lanza · Esc pausa.” Include a decorative menu banner with a turquoise sky, green/purple rolling hills, clouds, sparkles, and two gently bobbing duck heroes: pink Luna and purple Leo. Core gameplay is a conventional 2D platformer. The player selects Luna or Leo; both are duck-like character sprites, with a selectable adventure color (pink, purple, teal, or orange) shown as a small accent stripe on the character. Move left/right with Arrow keys or A/D, jump with Space or ArrowUp, throw a sausage projectile with X, and pause with Escape. On touch devices provide large translucent circular controls for left, right, throw, and jump along the bottom corners. The player has horizontal movement, gravity, jumping, landing on platforms, a facing direction, and brief blinking invulnerability after damage. Start each level with three lives, and respawn backward/upward after taking damage. Falling off the level also causes damage. If lives reach zero, show a gentle Spanish result panel saying “Cada intento cuenta,” explaining that the player can try again, reset lives to three, and offer menu access. Build four sequential worlds, unlocked in order and persisted in localStorage: “Pradera de la Esperanza,” “Bosque de los Sueños,” “Reino de las Nubes,” and “Castillo de la Luz.” Each world is a long horizontal course with a solid repeating ground floor, several elevated rectangular platforms at different heights, six moving enemies, collectibles, two green pipes, and an exit near the far right. Reaching the exit completes the world, adds 500 score, unlocks the next world, and displays a Spanish result panel. After world four, show “¡LUMIHOPE está llena de luz!” and the ending text that Luna and Leo celebrate and hope continues. The worlds should have distinct flat-color palettes: World 1 turquoise sky/green hills with yellow ground accents; World 2 dark purple sky and purple/green terrain; World 3 pale cyan sky, blue-violet terrain, and white cloud shapes; World 4 pink sky, purple terrain, and golden accents. Layer simple distant rounded hills, repeated clouds, and parallax-like horizontal motion behind the platforms. Place floating cheese collectibles and yellow star collectibles through each course. Collecting cheese increments the cheese count; collecting stars gives 100 points. Make collectibles bob vertically. Add a World 1 surprise block: colliding with it reveals a star above it and shows “¡Bloque sorpresa!”. Enemies are small Kenney-style slime sprites (some marked as flyers but all implemented as horizontal patrols) that move back and forth within a bounded range. Jumping on an enemy defeats it, awards 150 points, bounces the player, and creates a burst of colored particles; colliding from the side hurts the player. Sausage throws are short-lived horizontal projectiles, consume one of the three starting sausages, and defeat an enemy for 120 points on contact. Show hit/pickup/jump/pipe/win feedback with tiny triangle-wave beeps when sound is enabled. Include an optional secret route accessed by holding Down/ArrowDown while standing on the first pipe, with an on-screen instruction at the bottom: “↓ en una tubería para explorar el mundo secreto”. Entering it replaces the normal course with a darker underground-style secret course: indigo/purple background, purple hills and pink accents, shorter platforms, four slimes, two exit pipes, collectibles, and an exit near the right end. The other pipe near the end of the normal course is the exit/return route; standing on a pipe and pressing Down should show either “¡Mundo subterráneo!” or “¡Salida encontrada!”. The in-game top HUD is a row of dark translucent rounded pills at top left showing heart/lives, an energy icon/count of 3, star score, cheese count, sausage count, and world number (M1–M4), with a dark pause button at top right. Energy is displayed as 3 but is not otherwise consumed in the implemented mechanics. Persist character, color, unlocked world, current world, score, lives, cheese, sausages, and sound preference in browser storage. Include menus for character selection, world map with locked worlds refusing access until earlier worlds are completed, sound toggle, new game reset, pause (resume/restart/menu), and result screens. Use a friendly rounded Trebuchet-like UI, cream panels, pink/purple gradient buttons, dark indigo text, soft shadows, and simple geometric canvas art combined with pink/purple duck, gold coin, slime, pipe, and block sprites. Keep all visible copy in Spanish and preserve the optimistic themes of friendship, adventure, and hope.