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Arcade › Speedhog Rush

Speedhog Rush

  • 2d
  • platformer
  • momentum
  • side-scroller
  • arcade
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. William Egan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Speedhog Rush yet. Play it, then tell William Egan what you would add next.

Make your own game

Speedhog Rush was built by William Egan 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 Speedhog 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.

Read the build brief for Speedhog Rush

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 playable 2D side-scrolling momentum platformer titled “Speedhog Rush,” rendered with an orthographic camera in a Three.js-style WebGL scene. Use original runtime-generated pixel-ish canvas sprites rather than copyrighted character art. The camera shows a dark navy night-like background and follows the player smoothly, looking slightly ahead to the right; keep the view vertically framed around 180 world units and clamp the camera across the short level. Add simple parallax: a very dark distant background and repeated blocky blue hill silhouettes moving more slowly than the foreground.

The player is a small original blue speedhog: blue oval head and torso, simple triangular blue spikes, peach belly, white eye, red shoes, dark outlines, and a subtle oval shadow. Animate four run frames by shifting the shoes and minor eye/spike changes; face the direction of horizontal movement, use the first frame while airborne or idle, and flicker while temporarily invulnerable. Start the player around x=-360 above the left side of the level. Physics should feel fast and momentum-based: horizontal acceleration is 1800 on the ground and 1100 in air, maximum horizontal speed 520, normal friction 2200, and stronger friction while crouching/down is 1.8 times normal. Gravity is -1200 and jump velocity is 520. Use axis-aligned rectangular platform collision with a player body about 28 wide by 44 high. Controls: Left/Right arrows or A/D to run, Space/Up/W to jump, Down/S to crouch/brake through extra friction, and R to restart. Prevent page scrolling from gameplay keys.

Build one short linear level made from green rectangular platforms with darker undersides. Include a wide low starting platform centered around x=0, y=-70, width 900 and height 40; raised platforms around x=280,y=-20 (220x24), x=620,y=25 (240x24), x=980,y=-15 (260x24), x=1280,y=20 (180x24); and a wide final low platform around x=1600,y=-70, width 700 and height 40. Place three groups of collectible glowing gold rings: 12 rings in a horizontal line from x=120 to 560 at y=-30, 6 rings from x=560 to 750 at y=55, and 8 rings from x=980 to 1232 at y=10. Rings should bob vertically and rotate visually, disappear on collection, add 1 to the ring counter and +10 score, and play a short high-pitched synth beep.

Add hazards and enemies matching the code: three adjacent silver/gray triangular spike clusters near x=460, 490, and 520 at y=-48, with dark outlines; touching spikes kills the player. Add two orange round badnik enemies with white eyes, dark feet, and red top spikes: one around x=320,y=-45 and one around x=1100,y=5. Each patrols horizontally over a 140-unit range at 24 speed and bobs slightly. Colliding while falling onto an enemy stomps it, gives +50 score, removes it, and bounces the player upward; otherwise the player is hurt, receives 1.2 seconds of invulnerability and knockback, and loses all collected rings. If the player has no rings, the collision kills them. Also kill the player if they fall below y=-520.

At the far right, create a “GO!” goal sign made from a slim gray pole, gray base, and dark rounded sign with a light outline and “GO!” text, around x=1850,y=-35, approximately 44x90 collision size. Reaching it ends the stage, adds +100 score, and displays a centered overlay reading “Stage Clear” and “Press R to play again.” Death displays a centered dark translucent overlay reading “Ouch!” and “Press R to restart.” R resets time, score, rings, player, enemies, and all ring visibility. Use a fixed-step simulation around 120 Hz and a smoothed follow camera.

HUD: fixed at the top-left in light blue-white text, with bold labels and values arranged in one row: “RINGS 0”, “SCORE 0”, and “TIME 0.0”; below it show “Arrows/A-D to run • Space/Up to jump • R restart.” Update time in tenths while playing, stop it on win/death, award +10 per ring, +50 per stomp, and +100 at the goal. Use a dark navy scene background (#0b1030-ish), green platforms, blue character, orange enemies, bright yellow-gold rings, and crisp nearest-neighbor/pixel-like generated textures. Add simple Tone.js-style synthesized sounds: jump, ring pickup, enemy stomp, hit/death noise, and a three-note ascending goal jingle, initialized on first click or key interaction.

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