Arcade › Rope Swing
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Tristan Egere built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Rope Swing yet. Play it, then tell Tristan Egere what you would add next.
Rope Swing was built by Tristan Egere 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 Rope Swing 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.
Create a responsive 2D side-scrolling rope-swing platform game titled “Rope Swing,” rendered on an HTML canvas and playable with mouse or touch pointer input. Use a dark midnight-blue vertical-gradient sky background, scattered small twinkling square stars, and faint layered blue mountain silhouettes along the bottom. The camera follows the player horizontally with smooth easing, keeping the player around 32% of the screen width while never scrolling left of the start. The player is an automatically running small armored berserker character: draw a compact dark-red and burgundy armored torso/cloak with steel trim, a dark helmet with a steel visor and small gold horns, gold accents, and steel-colored stick-like arms and legs. Animate the arms and legs while running, and use a different dangling/swinging pose in the air. The player starts on the first turquoise platform, runs automatically to the right, and has gravity-based movement. Platforms are rectangular floating/ground ledges with a bright teal/turquoise top and darker blue-teal lower gradient. Gaps between platforms are deadly; falling below the screen or too far behind the camera resets the current level at its beginning and increments a FALLS counter. The core mechanic is attaching to glowing cyan swing points suspended above the gaps. Each swing point is a small bright cyan orb with a soft circular blue glow, a white highlight, and a subtle pulsing animation. On pointer/touch down, select the explicitly tapped nearby point if one is within roughly 110 pixels; otherwise select the best forward point in range (roughly 80 pixels behind to 760 pixels ahead of the player) and attach if the player is not already attached. Draw a pale rope line from the player to the attached orb. When attached, the player moves as a pendulum around the orb using angular velocity and gravity. While the pointer is held, progressively shorten the rope, down to a minimum length, helping pull the player toward the anchor and build a useful swing. Show a yellow expanding ring around the anchor while holding. Releasing the pointer detaches the rope and launches the player using the pendulum’s current tangential velocity; the player then flies ballistically, with gravity and slight air drag, until landing on a platform or attaching to another point. Used points become muted gray-blue after being used. The player automatically resumes running on a platform. Build three sequential courses with fixed layouts and increasing starting speed/difficulty. Level 1 is named “Skyline Start,” finishes at world x=3120, starts at x=150 with horizontal velocity 250, and has swing points at (280,145), (545,205), (810,128), (1080,195), (1350,125), (1620,220), (1890,145), (2160,205), (2430,130), and (2700,195). Its platforms are world-space ledges beginning at x=-500 with width 420, x=70 width 180, x=1000 width 300, x=1820 width 360, and x=2750 width 460. Level 2 is named “Cloud Canyon,” finishes at x=3520, starts at x=150 with velocity 285, and has points at (300,185), (575,110), (850,240), (1125,135), (1400,220), (1675,105), (1950,190), (2225,125), (2500,235), (2775,110), and (3050,205). Its platforms begin at x=-500 width 330, then x=760 width 170, x=1500 width 190, x=2360 width 160, and x=3280 width 420. Level 3 is named “Final Flight,” finishes at x=3980, starts at x=150 with velocity 310, and has points at (310,125), (600,230), (890,105), (1180,210), (1470,120), (1760,250), (2050,100), (2340,205), (2630,115), (2920,235), (3210,105), and (3500,210). Its platforms begin at x=-500 width 260, then x=980 width 120, x=2100 width 130, x=3250 width 120, and x=3850 width 420. Place all platform tops at screen height minus 78 pixels, with platform height 78 pixels, adapting on resize. Use gravity around 1250 and mild air drag. At every finish position, draw a narrow golden finish post rising from near the platform area with the label “FINISH.” Completing a level stops gameplay and displays a message such as “Level N complete — tap anywhere for the next level,” allowing a tap to advance to the next course. After the third level, show “All levels complete — tap ↻ to replay” and keep the final state until the reset button is pressed. Resetting/replaying the current course should restore its player, points, camera, and score state. Add a polished HUD overlay. In the upper-left, show a rounded dark translucent panel with a cyan uppercase title “ROPE SWING” and an instruction line initially reading “Tap a glowing point to attach”; update the instructional hint to “Hold anywhere to swing · release to launch,” then “Tap anywhere to continue” after a completed non-final level, and “You finished the course” after the final level. Put a rounded dark-blue square reset button with a white circular-arrow icon in the upper-right. Along the bottom-left, show bold light text in the format “LEVEL 1/3 DISTANCE 0m FALLS 0,” where distance is the maximum forward world distance reached divided by 10 and rounded down, and falls is the cumulative number of resets. Also show contextual status text in a rounded dark translucent pill near the bottom center, including messages like “Keep holding to pull toward the point,” “Flying — grab the next point,” and “You fell — back to Level N start.” Keep the visual style clean, arcade-like, high contrast, and softly glowing, with no extra weapons, enemies, collectibles, or mechanics beyond the rope anchors, platforms, automatic running, falls, and finish progression.