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Arcade › Orbit Kicker
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Tom Rgul built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Orbit Kicker yet. Play it, then tell Tom Rgul what you would add next.
Orbit Kicker was built by Tom Rgul 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 Orbit Kicker 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 portrait-friendly mobile web game titled "Orbit Kicker". Use a full-screen 2D canvas with a bright, clean, rounded arcade illustration style and an HTML/CSS HUD layered above it. The game is an exaggerated street-football distance-kick game: the player taps at the right moment on a repeatedly cycling timing meter, kicks a soccer ball, and watches it travel, bounce, and roll as far as possible. The goal is to reach a distant soccer goal/orbit-like endpoint; the displayed progress bar fills with distance, but there is no separate win sequence visible. At launch, show a translucent sky-blue overlay and a centered white rounded modal card with a heavy soft shadow. The card title is large blue "Orbit Kicker", followed by the German instruction text: "Stoppe den Pfeil im perfekten Moment und kicke deinen Ball von der Straße bis in den Orbit." Add a blue pill-shaped button labeled "KICK OFF". Tapping it hides the modal and activates the game. Scene/camera: use a side-on 2D view. The upper ~58% is a cyan sky, below it is vivid blue water, a pale blue simplified city skyline, then a light sand-colored promenade/ground and a dark brown strip along the bottom. Include subtle white horizontal water highlights, a pale cloud-like ellipse, and a small simplified cafe/stand in the background with a cream awning/body, brown supports/table, and two small orange cartoon cats. Add a simple green tree. Keep the scene uncluttered and colorful. The camera is initially fixed, but while the ball is flying it smoothly follows the ball horizontally and slightly vertically, revealing more of the side-scrolling world. Draw a simple player at the left starting position: a tiny stylized human with a tan circular head, blue rectangular rounded shirt/body marked "01", dark legs, and tan arms. Draw a white soccer ball with dark outline, central dark hub and radial panel lines. Before/during a kick, show a curved dotted white trajectory guide from the player toward the ball’s direction. The ball begins at the player’s feet and launches to the right with a parabolic arc, then can bounce up to five times. Apply gravity, reduced bounce height based on bounce damping/upgrades, horizontal slowdown on impacts, and strong rolling friction until it stops. Follow distance as the ball’s horizontal travel from the player, display it in feet, and award coins continuously while it moves plus a final coin toast when it settles. Once stopped after at least one bounce, reset the ball to the player for another attempt. Core input and timing: tapping/clicking anywhere on the canvas, or pressing Space, performs a kick only when the game is active and no previous ball is in flight. While waiting, cycle a timing phase continuously from 0 to 1 and display a large bottom-center semicircular power meter. The meter has a warm yellow-to-orange-to-red arc, a white inset, and a white needle sweeping across the arc. The perfect moment is phase 0.5: calculate accuracy as 1 - abs(phase - .5)*2. Launch power is approximately 0.82 + accuracy*1.35. Base horizontal velocity should be approximately (3.5 + strength*0.32) times power times (1 + speed*0.07), and base vertical velocity approximately (7.5 + strength*0.18) times power. Show "TAP TO KICK" below the meter while waiting and "BALL IN FLIGHT" during flight. Display a dark rounded toast near the top for messages such as "PERFECT KICK!" for accuracy above .88, "NICE KICK!" above .62, otherwise "KEEP PRACTICING". HUD: at the top, place two white translucent pill counters with soft shadows: a left coin counter showing a coin icon and the current integer coin total, initially 0; and a centered/right wide distance pill showing "0 ft" initially. Under them place a long rounded progress track with a gold-to-orange fill, initially only a small amount (about 4%), increasing based on distance and capped visually at 100%. Put a soccer-ball icon at the left of the track and a soccer-goal icon at the right. Along the left side below the progress bar, add three stacked white rounded square buttons with icons and tiny bold labels: "GOLDEN", "LOCKERS", and "MISSIONS". These are functional only as simple actions: Golden and Lockers show a toast like "Shop & Locker kommen bald"; Missions shows "Mission: Erziele 100 ft". At the bottom, put three equal upgrade cards in a three-column row, with rounded corners, white text, and shadows. The cards are red for "🏋️ STRENGTH", teal for "🪶 SPEED", and green for "↗ BOUNCE". Each starts at level 1 and shows a coin cost calculated as floor(25 + 12*level^2.15), so the initial displayed costs are 35 for strength, 35 for speed and 35 for bounce if using the same calculation (the source UI may show varying static-looking labels, but update them from this formula). Each card includes a prominent level number, cost, and a small pale pill reading "x2 UPGRADE · AD". Clicking a card normally spends the required coins and increases that stat if affordable; if unaffordable, show a German toast such as "Noch N Coins nötig". Treat the ad area/shift-modified action as a rewarded boost that adds the upgrade cost and reports "Rewarded Boost: x2 Coins!" before applying the upgrade when appropriate. Strength increases launch power, Speed increases timing-cycle speed and horizontal launch speed, and Bounce increases bounce retention. Keep the bottom controls fixed over the scene and make them touch-friendly. Use responsive viewport sizing, with portrait mobile composition matching the screenshot: sky-blue background, top HUD, left navigation, large meter above the bottom cards, and the player visible behind the UI. Use bold Arial-like sans-serif typography, blue #1E88E5 primary buttons, cyan #4FC3F7 sky, #29B6F6 water, pale #D7CCC8 sand, brown #8D6E63 ground, gold #FFB300, orange/red meter accents, and dark blue-gray text. Add rounded corners, subtle translucent white highlights, and simple ellipse shadows beneath the player and ball. No inventory, character customization, multiplayer, or complex level system; the implemented loop is timing tap -> physics flight -> distance/coins -> upgrade -> repeat.