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Arcade › Pickxy

Pickxy

  • 2d
  • arcade
  • endless
  • dodge
  • neon
  • multiplayer
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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. It was built with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pickxy yet. Play it, then tell the creator what you would add next.

Make your own game

Pickxy was built 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 Pickxy 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 Pickxy

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 “Pickxy” as a fullscreen, portrait-friendly 2D canvas arcade survival game. Use a fixed top-down/front-facing playfield with no scrolling camera: a very dark navy-to-purple vertical gradient background, a subtle glowing purple radial bloom around the center, and a faint blue-violet 10-column by 12-row grid covering the whole screen. The game has two independent neon square players near the bottom, both controlled simultaneously: the cyan player starts at 33% of screen width and is moved horizontally with A/D (or the left/right on-screen cyan buttons); the pink player starts at 67% and is moved with Left/Right arrows (or the right-side pink buttons). Keep players constrained between 7.5% and 92.5% of the width. Each avatar is a glowing solid square about 26–30 px, cyan (#67fff1) with blue glow (#2fd5ff) and pink (#ff84cf) with hot-pink glow (#ff3fa8), a small white horizontal highlight inside, a slight rotation based on horizontal movement, and a subtle pulsing size animation. Their vertical position is fixed around 118 px above the bottom edge.

Make the core challenge an endless dodge game: bright horizontal wall bands repeatedly spawn above the screen and move downward toward the players. Every wall is 34–62 px tall and has one central opening: choose a random gap width between 22% and 35% of the screen and a random gap center between 18% and 82% of the screen. Render the wall as two glowing rectangular blocks from the left edge to the gap and from the gap to the right edge, using a cyan-to-violet or pink-to-violet linear gradient, strong colored bloom, and a thin translucent white highlight near the top. A player is safe only when its x position is strictly inside the wall’s gap; if a wall overlaps the player’s vertical location (with roughly 20 px collision padding) while the player is outside the gap, mark that player crashed. Both players must survive: immediately end the run if either one hits a wall. Remove walls after they pass below the screen.

On each active run, increase score continuously at 10 points per second and display its floored value as a six-digit zero-padded number. Gradually increase wall speed starting around 240 pixels/second by 4 pixels/second per second, and spawn initially after about 0.35 seconds, then approximately every 1.05 seconds with a minimum interval of 0.42 seconds as score rises. Persist the best score in local storage, update it when a run ends, and show it as “BEST” plus a six-digit zero-padded value. The initial state is a title/start screen with the title “PICKXY”, the subtitle “Two hands. One run. Dodge the walls.” and a prominent rounded “START RUN” button. Starting by clicking the button or pressing Space resets both players, score, speed and walls. After a crash, stop gameplay and show “CRASHED”, “Score N · keep both alive”, and a “TRY AGAIN” button; clicking it or pressing Space starts a fresh run.

Build the HUD as HTML layered over the canvas. At the top center place a translucent dark glass rounded bar with a thin white border, blur effect, the bold spaced brand “PICKXY”, cyan score, and pink best score. Near the bottom center show the hint “Cyan: A / D · Pink: ← / →”. At the bottom, provide two pairs of large translucent rounded-square touch controls: cyan player’s left/right buttons aligned bottom-left and pink player’s left/right buttons aligned bottom-right; buttons contain white triangular arrow glyphs, respond to pointer/touch hold and release, and slightly brighten/shrink while pressed. On larger screens the controls can be semi-transparent. Prevent page scrolling and support mobile safe-area insets. Use a clean system sans-serif font, neon cyber-arcade styling, and smooth requestAnimationFrame animation. Include no enemies, weapons, jumps, powerups, lives, or other mechanics beyond the two-player wall-dodging survival described.

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