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Pocket Arcade

  • arcade
  • game-hub
  • mobile
  • web-app
  • minigames
  • importer
0
Remix it Discord

4 plays ·added July 14, 2026

About Pocket Arcade

this is a game where you can play any game that has a zip and a .exe

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Waylen Whitmire built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pocket Arcade yet. Play it, then tell Waylen Whitmire what you would add next.

Make your own game

Pocket Arcade was built by Waylen Whitmire 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 Pocket Arcade 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 Pocket Arcade

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 a phone-first web app called “Pocket Arcade,” a dark, polished arcade hub rather than a single game. Use a deep navy background with a subtle blue radial glow and translucent dark cards, rounded corners, soft shadows, bright cyan/purple gradient primary buttons, pale blue-gray body text, and responsive mobile layouts. The top bar should show the eyebrow “PHONE-FIRST GAME HUB,” the title “Pocket Arcade,” and buttons for “Jazz on/off” music toggle and “Home.” Home music is looping jazz and is enabled by default after user interaction; it should pause when leaving Home. The home screen has a hero card titled “Play on your phone,” explaining that the hub launches built-in games and can load ZIP packages or standalone HTML games, with explicit limitations that raw Windows .exe files, Steam/heavy PC games, and true cloud gaming are not supported in-browser. Below, provide cards for “Built-in games” with an “Open library” button and “Import ZIP games” with an “Open importer” button, plus supported/not-supported bullet lists.

Add three built-in mini-games in a Game Library screen, presented as large touch-friendly cards: “Tap Rush” (badge “20 sec,” hit the moving orb), “Lane Dodge” (badge “Survive,” dodge falling blocks), and “Memory Flip” (badge “Match,” match symbol pairs). Navigation switches between Home, Game Library, Importer, and the active Play screen without changing the overall shell.

The Play screen has a title/subtitle, two pill-shaped HUD chips, and an Exit button. Tap Rush: display a large bordered arena with a glowing circular target/orb. On “Start round,” reset score to 0 and run a 20-second countdown; each pointer/touch press on the orb adds one point and relocates it randomly within the arena. Update HUD as “Score: N” and “Time: N”; when time reaches zero stop the timer, change the button to “Play again,” and show “Round over — you scored N.” The orb uses a white/cyan/indigo radial gradient and glow.

Lane Dodge: display a 360x640 canvas scaled responsively. Render a dark road with a slightly lighter central rectangular play area, two dashed vertical lane dividers, three lanes, a rounded cyan-to-mint player block near the bottom, and rounded coral/red falling obstacle blocks. Start with the player in the middle lane, score 0, speed 260, and spawn obstacles roughly every 0.72 seconds in random lanes, with heights between 90 and 150 pixels. Obstacles fall downward, speed gradually increases, and score rises continuously at about 10 points per second. The player is a 58x82 rounded rectangle and collision with a falling block ends the run, changes the button to “Try again,” and shows “Crash — final score N.” Support left/right arrow buttons, and keyboard ArrowLeft/ArrowRight or A/D, clamping movement to the three lanes. Show HUD “Score: N” and “Lane: 1/2/3.” Include touch-friendly left and right buttons surrounding the “Start run” button.

Memory Flip: display a 4-column grid of 16 large rounded cards. Shuffle eight pairs of symbols (gamepad, arcade joystick, star, rocket, target, alien, fire, diamond) at reset. Hidden cards show a bullet; tapping two different unrevealed cards reveals them, increments turns, and locks input while comparing. Matching pairs remain revealed with a green/cyan highlight; nonmatching cards flip back after about 750ms. HUD shows “Turns: N” and “Pairs: N/8.” When all eight pairs are matched, show “Board cleared in N turns.” Provide a “Reset board” button.

Add an Importer screen titled “Import a ZIP game package.” Accept a .zip package containing an index.html or another HTML file, a standalone .html/.htm file, or pasted full HTML. Use a file picker labeled “Choose ZIP or HTML,” a “Launch pasted HTML” button, a disabled “Play imported game” button that becomes enabled after loading, a status message, and an embedded imported-game player iframe with “Full screen” and “Close player” controls. For ZIPs, select index.html when present (otherwise the first HTML), extract assets, rewrite relative src/href/style paths to blob URLs, and run the HTML in a sandboxed iframe with scripts, same-origin, pointer lock, and fullscreen allowed. Show the loaded filename/status and allow fullscreen. If a ZIP contains only a Windows .exe, do not pretend to execute it: create a “No-PC Play Mode” fallback inside the player explaining that the EXE cannot run directly on a phone, show the detected EXE name and ZIP file count, and offer buttons to launch the three built-in games via the parent app. If a ZIP has HTML plus an EXE, launch the HTML and note that the EXE is not runnable here. Reject raw .exe files and unsupported formats with a clear status message. Include responsive behavior for narrow screens, safe-area padding, large controls, touch-action-friendly gameplay, and the same rounded translucent card visual system throughout.

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