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Arcade › Slush Rush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Connor O'Brien built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Slush Rush yet. Play it, then tell Connor O'Brien what you would add next.
Slush Rush was built by Connor O'Brien 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 Slush Rush 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 HTML canvas arcade game titled “Slush Rush,” using a fixed logical playfield of 960x640 scaled to fit the browser window while preserving aspect ratio. The visual style is a polished neon frozen-night arcade: a vertical gradient background from deep blue (#102b55) through navy to near-black, with a few subtle pale star/snow specks. Center the header at the top with large bold white text “SLUSH RUSH” and the subtitle “FROZEN FRENZY • KEYBOARD ARCADE” in light cyan. Gameplay takes place inside a rounded rectangular arena from approximately x=52 to 908 and y=135 to 580, with a translucent dark-blue panel, thin cyan outline, pale-blue translucent inner field, and evenly spaced horizontal guide lines. The player controls a wide white slush cup near the bottom of the arena, initially centered at x=480 and y=555. The cup is a slightly trapezoidal container about 118 pixels wide and 46 pixels tall, outlined in cyan; its top has a pink slush rim and a smaller cyan ellipse of slush, with the word “SLUSH” printed in dark blue on the cup. It gently wobbles as it moves. Move it horizontally with Left/Right arrow keys or A/D, clamped so it stays within the arena. Movement should be fast and direct, around 560 pixels per second. Bright good slush drops fall from the top at random x positions within the arena (roughly x=95 to 865). Spawn one approximately every 0.72 seconds initially, gradually faster with level, never faster than one every 0.28 seconds. Good drops are colorful glowing-looking circular blobs around 17 pixels radius, randomly colored cyan, hot pink, yellow, violet, or green, with a small white highlight. Their falling speed is roughly 150–220 pixels/second plus a small level-based increase. There is an approximately 18% chance for a bad drop: a dark navy/gray ice chunk around 20 pixels radius with a bold pink/red X across it. Good drops caught by overlapping the cup score points; bad chunks caught cost a life. A good drop that reaches below the arena without being caught also costs a life, while missed bad chunks do not. Start with 3 lives. Use a top HUD inside the arena showing, in one horizontal row, “SCORE [number]”, “LEVEL [number]”, “CUP [served]/[target]”, “TIME [seconds]”, and a heart display for remaining lives. Under it draw a cyan time bar that starts at full width and shrinks with remaining time. Start each run with score 0, level 1, a 45-second timer, cup progress 0/12, and combo 0. Catching a good drop awards 100 points plus 25 points for every current combo count, increments combo and cup progress, and updates the best combo. Consecutive good catches build the combo; missing a good drop or hitting a bad chunk resets the combo. Show short centered white announcements in the arena such as “NICE CATCH!” for the first catch, “COMBO x2” (or the current combo) for subsequent catches, and “SPLAT!” after losing a life. Spawn small colored particle bursts at catches and splats. When the player catches enough good drops to reach the current target, advance a level: begin at target 12, then after advancing reset progress to 0 and set the next target to the smaller of 20 and 12 + level*2. Add 10 seconds to the timer, capped at 50 seconds, and announce “LEVEL 2!” (or the new level). The game ends when the timer reaches zero: show a win state if level is at least 2 or score is at least 1000, otherwise show game over. Also end immediately if all three lives are lost. Persist the high score in browser local storage and show it on the title screen. On the title screen, keep the same background/header and show a large rounded dark translucent panel with cyan outline. Display “CATCH THE GOOD STUFF,” then “Move the cup. Catch bright slush drops.” and “Avoid the dark ice chunks.”, followed by a yellow “SPACE or ENTER TO START” prompt and the current “High score: [number].” Starting with Space or Enter resets all run values and displays the brief announcement “FILL THE CUP!”. During play, P toggles a translucent pause overlay reading “PAUSED” and “Press P to resume.” On game over display a pink “GAME OVER”; on a win display green “SHIFT COMPLETE!”; below either show “Score [number] • Best combo x[number]” and “SPACE / ENTER / R TO PLAY AGAIN.” R should restart from any appropriate state. Include the browser help text along the bottom: “ARROWS / A D move • SPACE start/serve • P pause • R restart.” Use crisp Arial-like bold typography, rounded panels, subtle transparency, and simple particle effects; no extra enemies, powerups, weapons, lives mechanics, or scenery beyond these described elements.