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Moon Flap

  • 3d
  • arcade
  • endless
  • flappy
  • side-scroller
  • mobile
  • fantasy
0
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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. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Moon Flap yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Moon Flap was built by Oleg Sidorkin 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 Moon Flap 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 Moon Flap

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 portrait-friendly 3D endless arcade game titled “Moon Flap,” inspired by Flappy Bird but set in a dark moonlit night. Use a fixed third-person/perspective camera looking across a side-scrolling playfield: the bat stays near the left side of the screen while castle towers move from right to left. The scene should feel deep, with a dark navy background, exponential atmospheric fog, scattered white stars (including subtle twinkling points), a large pale crescent moon on the right with a soft bluish halo, and dark rolling hill silhouettes along the bottom. Add sparse pine-tree silhouettes/models near the ground that move more slowly than the towers for parallax depth. Keep the visual style low-poly/clean 3D with cool blue, indigo, violet, and muted moonlight colors.

The player is a small animated 3D bat, positioned around x=-2.2, with a looping “Flying” animation and a “Death” animation if available. The bat faces the flight direction. It hovers gently up and down on the title/menu screen. During play, apply gravity continuously (approximately -22 vertical acceleration) and make each flap set upward velocity to about 8.2. Flapping is triggered by tapping/clicking anywhere outside the Play button, or pressing Space, W, or Up Arrow. Tilt the bat according to vertical velocity: nose/upward tilt while rising and downward tilt while falling. Start the run with an initial flap.

Build the obstacle course from repeating pairs of castle tower columns. Towers are narrow blue-gray rectangular/castle-like 3D stacks extending from the ground and ceiling, with a clear vertical gap between the lower and upper column. Add slightly wider, bright blue/lavender illuminated cap blocks at the two edges of each gap and small soft violet glowing orbs just inside the gap edges, so the opening remains readable against the night. Obstacles initially appear at x around 5.5 and 9.9, then continue spawning at roughly 4.4-unit intervals as they scroll left. Randomize each gap’s vertical center between safe margins near the bottom and top bounds. The gap starts around 2.55 world units and gradually narrows with score down to about 1.85. The bat must pass through the opening without touching either tower.

Use world vertical limits around -4.2 (ground) and 5.4 (ceiling). The bat has a small circular collision radius around 0.28: crash if it touches the ground, ceiling, or a tower column when horizontally overlapping it. On collision, stop normal play, play a hit sound, transition to a dead state, fade out the flying animation and play the death animation, then let the bat fall under reduced gravity toward the ground. Towers scroll left at a base speed around 4.2, increasing with score by approximately 0.08 per passed tower, capped at about 3.5 extra speed. Award one point whenever an obstacle fully passes the bat; display the score at the top center. Remove obstacles once far offscreen and continuously spawn new ones. Play short arcade sounds for flapping, scoring, and impacts if audio is supported.

Implement three game states: menu, play, and dead. On the menu, show the bat idling in the night scene and a centered overlay with the title “MOON FLAP,” subtitle “Guide the bat through the night towers,” a persistent locally saved “Best: 0” style best score, a rounded gradient “PLAY” button, and a hint such as “Tap · Click · Space.” Hide the overlay and show the live score while playing. After a crash, briefly show the dead bat, then show the overlay again with title “CRASHED,” subtitle “The night is unforgiving” when score is zero or “The towers claimed another” otherwise, the final score, the updated best score, and an “AGAIN” button. If the score sets a new best, use “NEW BEST!” instead of “CRASHED.” Store the best score locally under the key “moonflap_best.” Make the interface responsive for portrait mobile and desktop: full-screen canvas, no page scrolling, large high-contrast cream score/title text with violet glow/shadow, muted lavender supporting text, and a large touch-friendly rounded Play/Again button. The overall result should be a simple one-button reflex game focused on timing flaps to weave the bat through glowing castle-tower gaps under the moon.

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