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Arcade › Pizza Sprint

Pizza Sprint

  • 2d
  • top-down
  • arcade
  • delivery
  • time-attack
  • casual
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. zakaria abidi built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pizza Sprint yet. Play it, then tell zakaria abidi what you would add next.

Make your own game

Pizza Sprint was built by zakaria abidi 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 Pizza Sprint 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 Pizza Sprint

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 full-screen 2D top-down arcade delivery game titled “Pizza Sprint,” rendered in a single responsive HTML canvas with a dark, colorful pixel/vector-like cartoon style. The playfield is a city block viewed directly from above: fill the background with deep green grass (#183d36), add a repeating grid of darker green rectangular city lots/buildings, and draw a wide horizontal road across roughly the upper-middle of the screen plus a vertical road through the center. Roads are dark blue-gray, with subtle lighter road strips and dashed cream lane markings. Keep the camera fixed to the viewport; resize the canvas responsively for desktop and mobile.

At the start, show the game world behind a centered dark navy translucent modal card with rounded corners and shadow. The card says “Pizza Sprint,” explains “Race through the block, grab hot pizzas, and deliver them to glowing houses before the clock runs out,” and has a bright orange-red “Start Delivery” button with a darker pressed/shadow edge. Below it show the hint “Move with WASD / arrow keys, or use the touch pad.” The HUD remains visible at the top center behind/above the modal: three dark rounded pills showing 🍕 Orders 0/5, ⭐ Score 0, and ⏱️ 60s. At the bottom-left, show a four-button touch directional pad arranged like a D-pad: up centered above left/down/right, with dark blue rounded square buttons and white triangle arrows.

When Start Delivery is clicked, hide the modal, reset the run, place the player near the lower center of the screen, reset score and deliveries to zero, and start a 60-second countdown. The goal is to complete five pizza deliveries before time reaches zero. The player is a small top-down courier centered at its position: peach circular head, red shirt/body with a cream horizontal stripe, dark blue legs, and a yellow/orange cap. Move freely in eight directions using WASD or the arrow keys; normalize diagonal movement and use approximately 250 pixels/second. Clamp movement inside the viewport, keeping the character away from the HUD and screen edges. The touch D-pad should behave as held controls with pointer down/up/cancel/leave events.

Place six small houses at fixed relative locations around the map (approximately left-upper, right-upper, left-lower, right-lower, upper-center, and lower-center positions). Render each as a cream rectangular building with a red triangular roof, dark door, and two light-blue windows. Undelivered houses have a glowing gold outline. Delivered houses become visibly dimmed and lose the outline. Initially, put one triangular pizza pickup near the center-upper area of the map. Render it as a gold triangular pizza slice with two red toppings. When the courier touches the active pizza, collect it, add 10 points, hide the pizza, and show the pizza being carried above the courier’s head as a rectangular golden slice/box with red toppings.

The courier can deliver only while carrying a pizza. Touching any undelivered house completes that order: mark that house delivered, clear the carried pizza, add 100 points, increment the Orders counter, and display a burst of small colored square spark particles. If fewer than five deliveries are complete, after a short delay spawn the next active pizza at a random safe-looking position within the central playfield (roughly x=100..viewport width-100 and y=130..viewport height-100). Although six houses are drawn, the win condition is specifically five completed deliveries. Once the fifth delivery is made, stop the game and show the centered modal again with the title “Shift Complete!”, text “Every pizza delivered hot and fast.”, a button labeled “Run It Again,” and a small “Final score: [score]” line.

Add five moving cars as rectangular hazards. Spawn them at random positions in the lower/central playfield, with alternating horizontal directions and speeds around 70–130 pixels/second. Each car is a colored rectangle (alternate pink/red and light blue), with a pale window strip and two dark wheels. Cars wrap around horizontally when they leave the viewport. If a car overlaps the courier, subtract 25 points but never below zero, emit red spark particles, move the courier back to the lower-center starting position, and give approximately 1.1 seconds of invulnerability with visible blinking. Cars should remain simple moving obstacles; do not add combat, lives, weapons, or other powerups.

Decrease the timer continuously and update the HUD by rounding up the remaining seconds. If it reaches zero before five deliveries, stop the game and show a centered modal titled “Time Up!”, with text “The city is still hungry — try a faster route.”, a “Retry Delivery” button, and the final score. Keep the top HUD visible during play and update Orders, Score, and seconds in real time. Use simple square particle bursts for pizza pickup, successful delivery, and collisions. Preserve the clean responsive presentation: white bold system-sans text, navy translucent HUD/modal surfaces, orange-red primary action buttons, and no scrolling.

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