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Snow Breaker

  • 2d
  • arcade
  • breakout
  • winter
  • casual
0
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How to play

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

Discussion

Nobody has said anything about Snow Breaker yet. Play it, then tell Karthik Reddy what you would add next.

Make your own game

Snow Breaker was built by Karthik Reddy 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 Snow Breaker 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 Snow Breaker

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 fullscreen responsive 2D canvas arcade game titled “Snow Breaker,” styled as a polished winter-themed Breakout clone. Use a single screen with a deep navy-to-light-icy-blue vertical gradient background: darkest blue at the top, medium blue around the middle, and pale cyan near the bottom. Continuously animate roughly 90 soft white/blue snow particles of varied sizes drifting downward with subtle horizontal movement. Add a 28px-high pale ice/snow floor strip along the bottom edge, with a brighter cyan line near its top.

At the top overlay, display a left-aligned bold white/cyan brand reading “❄ SNOW BREAKER,” and right-aligned rounded translucent dark-blue stat pills with thin icy-blue borders showing “SCORE 0” and “LIVES 3.” Use a clean bold system sans-serif font, subtle dark text shadow, rounded shapes, and a cool glowing visual treatment. On the initial title screen, center a large two-line white title “SNOW” / “BREAKER” around the middle of the screen, the subtitle “Smash the ice blocks before the blizzard buries the board.”, and a pill-shaped light-cyan gradient button labeled “START GAME.” Near the bottom, show the small hint “Drag anywhere or tap the lower corners to steer”; on desktop append “← → / A D to move.”

Core gameplay is classic paddle-and-ball brick breaking. After Start Game, hide the title/message overlay, retain the top HUD, and generate an ice-block board near the top. On level 1 use 6–9 columns based responsively on viewport width (clamped between 6 and 9, approximately one column per 62px), with 5 rows; leave 18px side margins and 7px gaps, and make each block about 25px tall. Blocks have rounded corners and icy blue shades by row, rendered with a vertical highlight gradient from nearly white at the top through a row-specific color to dark blue at the bottom, plus a small glossy white highlight stripe near their upper edge. Use this row palette: #9fe8ff, #72c9ee, #5ca3d2, #86b8e8, #ccefff, #4e82bd, #9ad0f3. Each ordinary block takes one hit and awards 25 points when destroyed.

The player controls a glowing rounded white/cyan paddle near the bottom, 92px wide and 15px tall, with a cyan-white glow. The paddle moves horizontally and is clamped inside the screen. Control it with left/right arrow keys or A/D; moving the pointer/mouse anywhere on the canvas positions it horizontally, and touch users can drag or tap. Also provide invisible lower-left and lower-right touch zones, each covering half the width and the lower 34% of the screen, which steer left/right while held. Clicking/tapping the canvas releases the ball if it is waiting.

The ball is a small bright white glowing circle, initially centered above the paddle and stuck to it. Release it with Space or a pointer/touch tap. It launches upward with a randomized horizontal direction, starting around 190–202 pixels/sec horizontally and 316 pixels/sec vertically. Animate with a frame-rate-independent update. The ball bounces off the left and right screen edges and the upper play boundary (48px from the top, keeping it below the HUD), and bounces from the paddle only while descending. Paddle impact should alter horizontal velocity according to the hit position: hitting the left/right side sends it left/right, up to roughly 380 pixels/sec, while its upward speed is at least 280 pixels/sec.

Detect ball/block overlaps. On a block hit, reduce its hit points and reverse either horizontal or vertical ball velocity based on which side was approached; stop processing additional blocks for that frame. Destroyed blocks disappear and add 25 score; a hit that damages but does not destroy a block adds 10 score. If all blocks are destroyed, immediately advance to the next level, add 250 bonus points, generate a new board, and reset the ball stuck above the paddle. Each next level adds one row, up to two additional rows (so levels use 5, then 6, then 7 rows), and on levels above 1 the bottom row’s blocks have 2 HP. A damaged two-hit block remains visible until its second hit.

If the ball falls below the bottom of the screen, subtract one life and reset the ball onto the paddle; update the HUD. Start with 3 lives. When lives reach zero, stop gameplay and show a centered overlay reading “BURR!” with the subtitle “The blizzard won this round.” and a rounded light-cyan “TRY AGAIN” button that resets score, lives, level, board, and ball. Include pause behavior on the P key: while paused, darken the entire game with a translucent navy overlay and show “PAUSED” in large centered icy text. Keep the presentation minimalist, responsive, and touch-friendly, with no invented enemies, powerups, weapons, timer, or camera scrolling.

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