Arcade › My Princess
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kk Luna built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about My Princess yet. Play it, then tell Kk Luna what you would add next.
My Princess was built by Kk Luna 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 My Princess 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 responsive 2D HTML-canvas and DOM-button game titled “My Princess,” designed as a cute mobile-friendly princess care, mini-game, and unlock experience. Use a portrait-friendly full-screen canvas with a soft pastel aesthetic: a vertical gradient background from pink at the top through nearly white to pale blue at the bottom, many faint floating pink hearts, and a pink lower floor band with translucent white scalloped/oval decoration. Overlay a fixed HUD using rounded white/pink pill panels and dark plum text. At the top-left show three counters: gold coins (start at 35), presents (start at 0), and unlocked princesses (start at 1/4). Below them, show a centered rounded message banner initially reading “Welcome to My Princess — feed, play, paint nails, and unlock presents.” At the bottom, provide a responsive grid of large glossy rounded pink gradient buttons with a darker pink press shadow; use three columns on wider screens and two on narrow screens. The main care screen should display a centered title card reading “My Princess,” a large simple stylized princess named Rose, and three left-side horizontal stat bars labeled Care, Fun, and Style, initially 55, 55, and 30. Draw the princess as simple geometric/vector shapes: a pink triangular dress, peach face and body, brown rounded hair, dark eyes, smiling mouth, golden crown with a white jewel, peach stick-like arms, dark pink shoes, and a soft oval shadow. Show the name Rose below her. Princess colors and hair colors should change for other princesses while retaining the same simple design. The care menu buttons are: “🍓 Feed +Care,” “🪀 Play +Fun,” “😄 Laugh Voice,” “💅 Paint Nails,” “🎮 Mini Games,” and “🛍️ Shop/Unlock.” Feed raises Care by 10 and awards 3 coins; Play raises Fun by 10 and awards 4 coins; Laugh Voice raises Fun by 8, displays a giggle message, and plays a short cheerful sequence of tones. Clamp stats to 0–100. Care actions should show floating reward text such as “+3 coins” and update the HUD. Paint Nails opens a nail salon screen with the same pastel background, title “Princess Nail Salon,” and five large illustrated fingers/nails. Provide polish color buttons for pink, blue, purple, yellow, and green. Selecting a color changes the current polish and prompts the player to tap the big nails. Tapping the canvas in nail mode paints/finishes a nail, raises Style by 6 (or 12 if the magic brush is owned), awards 2 coins, and shows a positive message. Include an “🎁 Open Present” button: if a present is available, consume one, award 20 coins, and raise Style by 8; otherwise explain that presents come from mini-games. Include a back button to return to the care room. Mini Games opens a selection screen with “💗 Catch Hearts,” “✨ Sparkle Pop,” “🃏 Royal Cards,” and Back. Catch Hearts is always unlocked. It is a 30-second canvas game: falling pink hearts spawn from the top about every 0.45 seconds and descend at varied speeds; control a small princess/player catcher near 72% screen height by tapping/dragging horizontally on the canvas or using Left/Right or A/D keys. Catching a heart increases the score. Show a timer and score at the top. At the end award score×2 coins, award one present if score is at least 9, and raise the selected princess’s Fun by 8. Sparkle Pop starts locked and becomes available when the selected princess’s Care+Fun+Style exceeds 220. It is a 20-second tap game showing nine large yellow twinkling stars/sparkles scattered across the play area; tap a sparkle to remove it, increase score, and spawn another. Show timer and score. At the end award score×3 coins, award one present if score is at least 12, and raise Fun by 8. If locked, leave the button visibly dimmed/greyscale and explain the requirement. Royal Cards starts locked and unlocks once a second princess has been obtained. When started, display an 8-card, 4-by-2 grid of rounded pink-backed cards containing four matching pairs: crown, gem, rose, and ribbon icons, shuffled. Tapping cards flips them face-up; matching pairs remain found, mismatches flip back after a short delay. Show move count. Completing the board awards at least 12 coins, with the reward calculated as max(12, 34 - moves×2), always awards one present, and raises Fun by 8. Explain the lock condition if unavailable. The Royal Shop screen should show the title “Royal Shop” and small previews of four princesses. The princess roster is: Rose, unlocked initially; Luna, price 80 coins, blue dress and purple hair; Peach, price 140 coins, orange/yellow dress and brown-orange hair; Violet, price 220 coins, lavender dress and dark purple hair. Buttons should let the player select unlocked princesses or purchase locked ones. Purchasing awards a welcome present, selects the new princess, and raises her Fun by 5. Display locked previews with reduced opacity. Also sell a Golden Tiara for 45 coins, Sparkle Shoes for 60 coins, and Magic Brush for 2 presents. The tiara raises Style by 12 and changes the crown to a stronger gold; the shoes raise Style by 15 and change the shoes to bright yellow; the magic brush costs two presents, raises Style by 25, and improves nail painting. Owned shop items should show checkmarks and be unavailable for repurchase. Back returns to the care room. Use short celebratory floating popups for coin/present rewards and small synthesized tones for actions where appropriate. Keep the interface touch-first with pointer events, prevent scrolling/zooming, and make all controls large rounded buttons. Preserve the playful visual language: dark plum typography, white translucent panels, pink borders, soft shadows, hearts, crowns, stars, and simple flat vector shapes. The experience is a single-screen stateful game with no 3D scene.