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Plof & Panique

  • 3d
  • arcade
  • top-down
  • collectathon
  • cartoon
  • time-attack
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. Jérémie built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Plof & Panique yet. Play it, then tell Jérémie what you would add next.

Make your own game

Plof & Panique was built by Jérémie 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 Plof & Panique 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 Plof & Panique

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 playable 3D arcade game titled “Plof & Panique,” with a French-language interface and a bright, toy-like cartoon aesthetic. Use a top-down/angled perspective camera looking down onto a large circular mint-green arena with a thick pink torus border, set against a deep indigo/purple background with fog. Add a few fluffy pastel clouds floating in the background above the arena. Use soft shadows, colorful emissive accents, rounded shapes, and a cheerful-but-chaotic party-game feel.

The player is a small yellow spherical character named Plof, with two dark eyes, a simple smiling mouth, and a tilted pink cone party hat. Place it near the center of the arena at game start. The player moves freely across the circular play area using top-down movement controls (keyboard and/or touch joystick appropriate for the platform); keep it constrained within the arena bounds. Make the character gently bob while moving/playing and turn it toward its movement direction.

The core objective is to collect the single glowing star target that appears somewhere randomly within the arena. Represent the star as a bright yellow faceted/octagonal object surrounded by a cyan glowing ring; have it rotate and subtly oscillate. When Plof gets close enough, automatically collect it: increase the score by the current combo value, increase the combo by 1 up to x9, show a small burst of yellow particles, briefly display a large centered French feedback message such as “PLOF !” (or “ENCORE !” for higher combos), and immediately respawn the next star at another random arena position. Each collected star should make the next target effectively harder/faster only through the escalating combo/gameplay pacing implied by the design; preserve the visible combo progression.

Add hostile “grincheux” enemies. Start each 60-second round with three enemies, and add one more every 8 seconds until there are at most nine. Each enemy is a colored low-poly/dodecahedral blob in randomly selected red, periwinkle, mint, orange, or purple colors, with two dark eyes and a straight dark frown/brow detail. Enemies continuously chase the player across the arena, with slightly varied movement speeds that gradually increase with elapsed time. If an enemy touches the player, reset the combo to x1, push the player backward slightly, show the French message “AÏE !”, and create a pink particle burst; relocate that enemy to a random arena position rather than ending the game. When a new enemy appears, briefly show “UN NOUVEAU GRINCHEUX !”.

The round lasts exactly 60 seconds. While playing, show a fixed HUD across the top with rounded dark translucent pills: yellow “⭐ 0” score, pink “🔥 x1” combo, cyan “⏱ 60” countdown, plus the decorative heart and power indicators visible in the interface (“❤️❤️❤️” and “✨ aucun”) even though the implemented collision behavior uses combo reset rather than a life-loss system. At the bottom, show the French instruction line “Déplace-toi · attrape les étoiles · prends les bonus · évite les grincheux”. Show temporary feedback text centered near the top in a bold playful font with a purple shadow. Include a “Ⅱ Pause” button at lower right and the pause overlay/card styling shown by the interface, but keep the core round behavior faithful to the implemented 60-second collection-and-chase loop.

Before play, display a full-screen dark indigo radial-gradient overlay and centered rounded card with a purple gradient, translucent white border, and shadow. The card title is large yellow “PLOF & PANIQUE” with a coral drop-shadow/extruded effect. Under it, show: “Les étoiles rient quand tu les attrapes. Les grincheux, eux, n'aiment pas ça.” and the smaller line “Partie de 60 secondes · chaque étoile rend la suivante plus rapide”, followed by a large pink-to-orange rounded button labeled “JOUER !” with a darker pink bottom shadow. Clicking it starts the round. When time reaches zero, stop gameplay and show a similar centered end card titled “FIN DU CHAOS,” reporting “Tu as récolté [score] étoiles.” and either a new-record message or the best score, with a “REJOUER” button. Persist the best score locally between rounds. Support restarting from the end card. Use responsive layout, Nunito-like heavy rounded typography, and ensure the scene and HUD scale well on desktop and mobile.

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