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Star Cow Escape

  • 2d
  • 3d
  • platformer
  • fps
  • sci-fi
  • arcade
  • cartoon
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. Matthew Rennie built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Star Cow Escape yet. Play it, then tell Matthew Rennie what you would add next.

Make your own game

Star Cow Escape was built by Matthew Rennie 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 Star Cow Escape 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 Star Cow Escape

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 browser game titled “Star Cow Escape,” a cartoon sci-fi platformer/FPS slice with a dark navy interface and neon cyan/lime accents. Use two connected gameplay modes: a side-view 2D platforming asteroid run and a first-person 3D alien-shooting section.

Opening screen: fill the viewport with a very dark navy background. At the top-left show “STAR COW ESCAPE” in bold white lettering. Center a wide dark translucent panel with a thick glowing pale-cyan rounded border. Inside, show the large lime-green title “STAR COW ESCAPE,” the subtitle “A cartoon sci-fi platformer/FPS slice.”, the controls “Move: WASD / arrows · Jump: Space · Shoot: click or F,” and a rounded lime-green “Start cutscene” button. Clicking the button hides the panel and begins the story cutscene.

Story cutscene: render on a 2D canvas in a simple flat cartoon style. Show a bright blue sky, green ground, and a pale yellow sun. Display centered story captions in sequence: “A peaceful morning on Earth…”, then “The sky cracks open.” / “ALIENS HAVE ARRIVED.”, then “The cow is lifted into the stars.”, then “Experiments. A strange wrist number.” / “A chance to escape.”, and finally “The cow lands on an asteroid.” / “Find a helmet. Build a gun. Go home.” Each caption remains for roughly two seconds, with a simple white cow visible near the ground. The cow is a stylized side-view cartoon: off-white oval body, dark purple/black spots, four dark legs, pink snout, tiny dark eye, and curved gold horns. After about ten seconds, enter level 1’s platforming mode.

Platforming mode: use a side-view 2D canvas with horizontal camera scrolling following the cow. The background is deep purple/navy space with many small pale cyan and mint stars. Platforms are rectangular purple asteroid ledges with a bright mint-green top edge. Make a sequence of separated platforms extending to the right, with varying vertical positions and occasional gaps; later levels can use more variation. The cow runs and jumps across them. Keyboard controls: A/left arrow moves left, D/right arrow moves right, Space/W/up arrow jumps. Horizontal movement should accelerate or directly set a moderate speed and slow down when released; gravity pulls the cow down and platforms catch it from above. Falling below the screen reduces health and respawns the cow near the beginning.

Place four collectible yellow square gun parts on appropriate intermediate platforms in most levels. The cow collects a part by touching it; show a small dark marking on each yellow square. The platform HUD at top-left reads “LEVEL [number] · ASTEROID RUN,” then “Parts [collected]/[needed]   Helmet cracked,” and an “OXYGEN” label with a horizontal oxygen bar. Oxygen starts at 30 and continuously drains during platforming; when it reaches zero, health drains quickly and display “Find the cracked helmet!” The bottom of the screen displays contextual messages such as “Gun part found,” “Find every gun part,” or “Gun assembled: raygun.” The cow must reach the far right end, but cannot advance unless all required gun parts are collected. Level 3 is the exception and transitions directly to FPS without requiring parts. Use level-specific platform styling for level 8: a blue/teal background and teal platforms rather than purple.

Progression and weapons: begin at level 1 with no gun, cracked helmet, 100 health, and four required parts. After completing a platform section with all parts, enter a first-person 3D combat section and assemble the weapon associated with the level: level 1 raygun, level 2 laser shotgun, level 4 laser rifle, and level 7 minigun. Preserve the current gun on other levels. After clearing a combat section, advance to the next level, reset platform parts and oxygen to 30, and continue. Build platform layouts with approximately 12 + level*2 platforms, except level 9 which has 18.

FPS mode: switch to a Three.js-style first-person 3D scene. Use a purple alien-planet environment: a large dark purple ground plane, atmospheric purple fog and matching dark purple background, scattered low-poly rocks in purple, blue, and brown, bright cool ambient light plus warm directional sunlight, and shadows. The player is represented in-world by a simple cartoon cow model when visible, but in first person the cow body is hidden. Spawn green cute alien enemies ahead in the scene, distributed across the ground. If an animated alien model is available, use a walking animation; otherwise use a simple bright-green rounded alien placeholder.

Provide a small center crosshair “+” in lime green and a top-right HUD showing “Level [number]”, “Aliens [defeated]/[total]”, “Health [value]”, and the current gun name. The FPS camera supports WASD/arrow movement, jumping with Space, and shooting with mouse click or F. Add mobile/touch controls as circular buttons along the bottom: left, right, jump, and a red/pink shoot button; show the shoot control only in FPS mode. A glowing first-person sci-fi gun should be visible in the lower-right foreground. It has a dark metallic body, glowing colored barrels and ring, and changes appearance by weapon: cyan raygun, pink laser shotgun with two barrels, yellow laser rifle, and a red/pink minigun with three barrels.

Shooting uses a ray cast from the center of the camera toward the crosshair. Enemies normally have 1 hit point; at level 9 they have 3 hit points. Weapon behavior: raygun damage 1 with 0.28 second cooldown and one barrel; laser shotgun damage 2 with 0.55 second cooldown and two barrels; laser rifle damage 2 with 0.16 second cooldown and one barrel; minigun damage 1 with 0.07 second cooldown and three barrels. On a hit, slightly shrink the enemy; when its health reaches zero, remove it and increment the defeated count. Enemies slowly chase the player and damage health over time when within close range. Spawn approximately 10 + level*2 aliens, capped at 24. When all aliens are defeated, return to the next platform level, except at level 9, where the ending cutscene begins.

Ending: use the same simple 2D cartoon canvas style as the opening cutscene. Show a pale green sky and green field with the cow. First display “EARTH RETURN” and “The cow lands in the old field…”, then after several seconds display “THE END” and “Back to eating grass.”

Global presentation: use responsive full-screen canvases, a clean system sans-serif font, white HUD text with subtle black shadow, rounded neon-bordered UI, and no unnecessary menus. Keep health persistent at 100 initially and display a failure overlay when it reaches zero: dark panel with “SMASHED!”, the text “The cow fell from space and hit a planet.”, and a “Try again” button that reloads/restarts the game. Ensure the game works with both keyboard/mouse and touch controls.

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