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Arcade › Snack Sprint
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Marc built it with Cinevva, so it works on a phone or a tablet too.
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Snack Sprint was built by Marc 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 Snack Sprint 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 portrait-friendly 2D arcade game titled “Snack Sprint,” implemented with a full-screen HTML canvas inside a centered wrapper (100% width/height, max width about 860px). The player controls a yellow rounded plate/character near the bottom of the screen and must catch falling food emojis to build score and increase size, while avoiding missed snacks. Use a polished playful neon dusk visual style: a vertical background gradient from very dark indigo/purple at the top (#22183d) through violet (#43245f) to warm coral/orange at the bottom (#f08b70), with several very subtle translucent drifting circular blobs in the playfield and short pale horizontal dash accents near the bottom. Render falling snacks as large system-font food emojis with soft shadows and slight rotation; the possible foods are hamburger, pizza, donut, strawberry, sandwich, and cookie. They should spawn at random horizontal positions with their centers starting just above the top edge, fall downward at roughly 110–180 pixels/second (slightly increasing with score), and spawn increasingly often as score rises, with a minimum interval of about 0.32 seconds and a starting interval around 0.72 seconds. The player is a friendly yellow rounded horizontal plate/blob about 106x30 pixels, with a soft drop shadow, two dark circular eyes, and a curved smiling mouth; draw a “😋” face/emoji just above it. It stays close to the bottom at approximately 85% of the canvas height, is constrained to the horizontal play area, and smoothly follows a target x position. Control it by dragging/pointer movement across the canvas (pointer down and drag), and also with Left/Right arrow keys or A/D; prevent page scrolling for these controls. Catch a snack when it overlaps the player’s vertical zone and is horizontally within approximately half the player width plus 20 pixels. On a catch, remove the snack, award points and growth according to its type: hamburger 12 points and +0.08 size, pizza 15 and +0.10, donut 18 and +0.12, strawberry 9 and +0.06, sandwich 14 and +0.09, cookie 11 and +0.07. Show a small burst of about ten colored particles at the catch location and a brief subtle screen shake. Scale the player modestly as size rises, capped so it does not become excessive. If a snack falls below the bottom, count one miss, shake the screen, and remove it. End the run after 5 misses. Add a fixed overlay HUD above the canvas with a translucent dark pill brand label at top-left reading “🍔 SNACK SPRINT,” and three translucent rounded statistic pills at top-right: SCORE with the current numeric score, SIZE with size formatted like “1.0×,” and MISSES formatted like “0 / 5.” Use white text, uppercase small labels with letter spacing, bold values, thin translucent borders, and soft shadows. At the bottom center, show the instruction “Drag or use ← → to move the plate.” Before play, show a centered dark translucent modal card over the game with rounded corners, thin light border, shadow, white title “Snack Sprint,” and subtitle “Catch falling treats, grow your character, and chase the biggest score. Every snack counts!” Include a large warm yellow rounded “Start game” button with dark bold text and a darker orange lower button shadow. Clicking it starts/reset the game, clears snacks and particles, sets score and misses to zero and size to 1.0×, centers the player, and hides the modal. Support starting with Enter or Space when not running. During play the modal is hidden. When 5 misses are reached, stop spawning/updating gameplay and show the modal again with title “Snack break!”, subtitle formatted as “Final score: [score]. Biggest streak: [size]×. Best score: [best].”, and button text “Play again.” Persist the best score in localStorage under “snackBest” and update it on game over. Keep the game responsive to resize and account for device pixel ratio while preserving the visual layout and touch-friendly interaction.