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Arcade › Panda Cherry Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. kklinikhp built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Panda Cherry Run yet. Play it, then tell kklinikhp what you would add next.
Panda Cherry Run was built by kklinikhp 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 Panda Cherry Run 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 2D side-scrolling pixel-art platform game titled "Panda Cherry Run". Render the world in a fixed 960x540 logical canvas scaled to fill the browser, with crisp pixelated/no-smoothing graphics. The scene uses layered teal-green horizontal sky bands: pale mint sky at the top, a lighter teal middle band, and a darker green lower background. Add a repeating distant forest of blocky pixel trees with brown trunks and dark/mid green geometric canopies, plus a subtle translucent pixel background texture/cloud accent.
The player is a small block-built black-and-white panda, about 34x48 pixels, starting at x=90 on the first platform. Draw it from simple square/rectangular pixel shapes: cream-white face/body, black ears/eye patches/eyes, black arms and legs, with a tiny walking bob and alternating legs while grounded. The panda can face left or right, run, jump, collect cherries, stomp enemies, and fall off platforms. Use left/right horizontal acceleration of roughly 1050, cap horizontal speed at 250, apply friction when no direction is held, gravity around 1350, and jump velocity around -515. Keep the panda from moving left of x=0. Camera scrolls smoothly horizontally, following the panda with the panda around screen x=250, never scrolling below zero.
Build one linear level extending from x=-200 through approximately x=4420. Platforms are solid brown dirt blocks with an 8-pixel reddish top strip, a bright green grass strip above the top, and optional repeating pixel dirt tile details. The starting ground is {x:-200,y:448,w:900,h:60}. Then include separated raised platforms at: x=780,y=400,w=220,h=28; x=1100,y=350,w=180,h=28; x=1380,y=420,w=250,h=28; x=1740,y=365,w=210,h=28; x=2060,y=315,w=240,h=28; x=2410,y=420,w=300,h=28; x=2810,y=355,w=260,h=28; x=3190,y=425,w=320,h=28; x=3610,y=360,w=290,h=28; and x=4020,y=430,w=400,h=28. Platforms should only support the player when descending onto their top surface, with normal rectangular collision.
Place 13 collectible red cherries with small green stems/leaves at world coordinates (250,380), (470,360), (660,400), (840,330), (1160,280), (1450,350), (1800,295), (2110,245), (2510,350), (2890,285), (3260,355), (3700,290), and (4140,360). Give each cherry a slight vertical pulse. A cherry is collected when the player is within about 28 horizontal and 34 vertical pixels of its center; collected cherries disappear and increase the score by 1.
Add seven small purple blocky enemies with eyes and feet, initially at: x=560,y=416; x=1220,y=318; x=1510,y=388; x=1880,y=333; x=2620,y=388; x=3360,y=393; x=3890,y=328. Each is 30x30 and patrols horizontally at speed 42 within these ranges respectively: 500-690, 1100-1250, 1410-1600, 1750-1910, 2440-2680, 3210-3470, and 3640-3880. If the panda overlaps an enemy while descending with vertical speed above 40 and its bottom is near the enemy's upper section, stomp it: remove that enemy, bounce the panda upward at about -330, and add 3 points. Any other enemy collision immediately ends the run with the message "Aduh! Panda tersandung musuh." Falling below the level (player y > canvas height + 140) ends it with "Panda jatuh dari jalur!" When the player passes x=4310, end successfully with "Hutan terlewati!" and show the final score and distance. Draw a finish marker near x=4310: a pale vertical pole from y=350 to 430 with a red flag.
Use Indonesian HUD and menus. At the top left show a dark green pill with cream border and shadow: "🍒 Ceri: 0" with the live score. At top right show "🏁 Jarak: 0m" with live distance, where distance is the maximum floor(playerX/10), in meters. Center near the top show the instruction "← → / A D untuk berlari · Spasi untuk melompat". At startup show a centered dark-green modal with thick cream border and offset dark shadow, title "Panda Cherry Run", subtitle "Kumpulkan ceri dan injak musuh!", and a cream button labeled "Mulai". The game should be paused until this button is pressed, Enter is pressed, or a touch control is pressed. On game over or completion, show the modal again with the result message and "Ceri: [score] · Jarak: [distance]m", changing the button to "Main lagi".
Support keyboard controls: ArrowLeft/A or ArrowRight/D to run, Space/ArrowUp/W to jump, and Enter to start/restart when not running. Also provide touch buttons fixed at the bottom: left and right arrow buttons grouped at bottom-left and an up/jump button at bottom-right. Buttons are dark translucent green with cream borders and pixel-style shadows. Make the interface responsive and preserve the full-canvas game view, using a dark teal page background. Keep the visual style strictly low-resolution, geometric, colorful pixel art with no invented weapons, power-ups, lives, timer, or additional mechanics.