Appearance
Arcade › Rayo Canino
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Juanito Alves built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Rayo Canino yet. Play it, then tell Juanito Alves what you would add next.
Rayo Canino was built by Juanito Alves 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 Rayo Canino 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.
Recreate “Rayo Canino,” a Spanish-language top-down 2D arcade survival/collection game in a responsive browser UI. The page uses a dark navy futuristic arena with a subtle radial blue glow, thin blue grid lines that slowly scroll diagonally, and occasional dim decorative dots. At the top is a translucent dark header showing the ⚡ RAYO CANINO brand and pill-shaped counters for Puntos, Monedas, and Récord. The central playfield is a full-size canvas. The player is a stylized glowing electric bulldog viewed from above/front: a dark brown rounded body/head, pointed ears, cream muzzle, tiny dark nose, bright cyan eyes and cyan side lightning/energy accents. Start the player in the center of the canvas. Movement is direct 8-way movement using WASD or arrow keys; also provide four large circular translucent blue touch buttons at the lower right (left, up, down, right) for mobile. Clamp the player within the arena, below the header and above the bottom edge. Show a lower-left instruction badge reading “Mover: WASD / flechas · En móvil usa los botones · Recoge ⚡”. The goal is to survive while collecting glowing cyan energy orbs. Begin each round with five orbs placed randomly around the arena; spawn another orb approximately every 1.1 seconds. Orbs are small bright cyan circles with a white highlight, glow, and slight pulsing animation. When the player touches an orb, remove it, add 10 points and 3 coins, and update the HUD. Also award approximately 2 passive points per second. The player has a collision radius around 26 pixels, and energy orbs have a radius around 8. Enemies are hostile red/orange glowing bulldog-like creatures with dark red bodies, orange muzzle, bright eyes, and red energy accents. In Solo mode spawn one enemy; in “Multijugador local” mode spawn three AI rivals (the mode is local AI competition rather than network play). Enemies drift with velocity, bounce off arena boundaries, and periodically accelerate toward the player, creating a gradually threatening chase. On contact with an enemy, end the round immediately unless the player owns an active shield. If shielded, consume the shield, show a rounded toast notification “¡Escudo roto!”, and relocate that enemy randomly. The round ends with an overlay titled “Fin de la ronda” in Solo or “Fin del combate” in multiplayer, showing the score and a “Monedas ganadas” message, plus buttons to play again or return to the main menu. Save and display the best score using browser local storage. Implement a main menu overlay card titled “Rayo Canino” with the description “Un bulldog eléctrico entra a la arena. Consigue energía, esquiva rivales y compra habilidades para volverte imparable.” Include four menu buttons: “🎮 Jugar Solo” with “Sobrevive y supera tu récord,” “👥 Multijugador local” with “Compite contra rivales IA,” “🎨 Skins” with “Elige tu estilo,” and “🛒 Tienda de habilidades” with “Gasta monedas en mejoras.” Use rounded panels, blue-purple gradients, cyan accents, white text, and gold coin/high-score text. The Skins panel should offer four selectable visual bulldog palettes: Brindle (default, dark brown/cream with cyan energy, free), Ártico (light icy palette with pale blue energy, 80 coins), Inferno (deep red/orange palette with red-orange energy, 110 coins), and Galaxia (deep indigo/purple palette with pink energy, 150 coins). Display each as a compact card with a glowing colored dot, name, and either availability/equipped state or coin cost. Buying deducts coins and equips the skin; owned skins can be selected. The player uses the selected skin while enemies remain Inferno-colored. The skills shop should offer three one-time purchasable/equipped upgrades: “⚡ Turbo” (+35% movement speed, 90 coins), “⚡ Escudo” (absorbs one collision, 120 coins), and “⚡ Imán” (attracts energy, 140 coins). Turbo increases base movement from about 150 to 202.5 pixels/second. Shield starts each new round active and absorbs one hit. Magnet pulls nearby orbs toward the player when within roughly 130 pixels. Show “EQUIPADA” after purchase and reject purchases with a “No tienes suficientes monedas” toast; display “Ya está equipada” if clicked again. Start with 120 coins. Purchases remain equipped while the page/session is running and affect subsequent rounds. Use a clean responsive presentation: header, overlays, cards and buttons with roughly 14–24px corner radii; a dark navy #10152b/#111935 visual base; cyan #55e7ff energy; purple-blue controls and panels; gold counters. Hide overlays when gameplay starts, keep HUD and mobile controls visible, and show brief centered blue toast notifications for shop/equipment events. Include a pause/exit behavior via Escape that ends the current round. Avoid adding weapons, health bars, levels, sound, networking, or other mechanics not described here.