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Stretchy Timmy

  • 2d
  • endless-runner
  • arcade
  • casual
  • mobile
  • portrait
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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. SEBASTIAN STORM built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Stretchy Timmy yet. Play it, then tell SEBASTIAN STORM what you would add next.

Make your own game

Stretchy Timmy was built by SEBASTIAN STORM 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 Stretchy Timmy 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 Stretchy Timmy

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 portrait-friendly 2D endless downhill sliding game titled “Stretchy Timmy” / “Timmy Slide,” rendered with a full-screen HTML canvas and responsive overlay UI. Use a fixed forward-facing perspective down a wide, pale icy-white slide: the slide is a tall tapered/curved white track occupying the center, narrowing toward the top horizon and widening toward the bottom, with several thin curved light-blue horizontal contour lines across it. Behind it is a soft sky gradient from bright blue at the top to very pale blue near the bottom, with simple translucent angular blue mountain silhouettes on the horizon.

The player is Timmy, a tiny cheerful cartoon child centered near the lower portion of the slide. Draw him as a peach circular face, dark brown rounded hair cap, two small dark eyes and a simple smiling mouth, with two bright coral-red oval arms/float-like shapes extending to either side below his head. Add a soft gray-blue oval shadow beneath him. Timmy should visibly stretch and squash while moving: horizontal steering speed stretches him wider and shorter, while airborne movement changes the stretch in the opposite direction. Keep the character cute, simple, and flat-shaded with no detailed textures.

Make it an endless runner/slide game. The slide scroll is represented by obstacles and collectibles moving from the distant upper-middle area toward the player at the bottom; gradually increase the slide speed over time. Spawn objects in one of three lanes (left, center, right) at random intervals that become more frequent as distance increases. Render approaching objects with perspective scaling: small near the horizon and large near the foreground. Spawn roughly 68% gray-blue rounded boulders/rocks and otherwise golden five-point-style rotating stars. Rocks are obstacles that end the run if Timmy is horizontally close and reaches the collision zone while he is not sufficiently airborne. Stars are collectible bonus items: when collected, remove the star, add 35 distance points, play a bright short sound, and emit a small burst of pale yellow square particles. A rock collision stops the game, adds a brief screen shake, plays a low sound, and emits pale blue particles.

Distance is the main score: continuously increase it based on slide speed and show the floored value followed by “m” in a gold score badge. Start at 0 meters and make the slide speed begin around 360 and slowly accelerate. Timmy can move continuously left/right across the track, clamped to the playable width; keyboard A/D or Left/Right arrows steer, and holding the controls should work. Space or Up Arrow makes Timmy hop only when on the ground. Use simple vertical physics for hopping: launch upward, apply gravity, and land back on the slide. A rock can be avoided by hopping over it; stars can be collected while sliding or hopping when horizontally aligned.

Build a responsive HUD over the canvas. At the upper left display large white bold text “STRETCHY TIMMY”; at upper right show a dark translucent rounded badge with the gold score such as “0 m.” At the bottom center show small translucent white instructional text “A/D or ←/→ to steer · Space to hop.” At the bottom corners place translucent rounded touch buttons: a large left arrow button, a gold-tinted “HOP” button near the bottom center, and a large right arrow button. Support pointer/touch press-and-hold for left/right and pointer press for hop, with touch input not scrolling the canvas.

On initial load, show a dark navy translucent full-screen modal overlay with a centered rounded dark panel, heading “Timmy Slide,” explanatory text “Timmy stretches, squashes, and wobbles as he races downhill. Grab stars, dodge boulders, and keep sliding.” and a gold rounded “Start sliding” button. Starting resets distance, speed, objects, particles, player position and state, hides the menu, and begins the run. On collision show a similar full-screen dark overlay with centered panel, heading “Wipeout!”, result text in the style “Timmy slid 123 meters.” and a gold “Try again” button. Enter should also restart after game over. Include subtle triangle-wave/soft oscillator sound effects for starting, hopping, collecting a star, and crashing, but keep audio unobtrusive.

Use a clean, playful minimalist arcade presentation: pastel sky and ice blues, white track, gold stars and score, coral character, dark navy UI panels, rounded typography and buttons, subtle shadow, particles, and screen shake on impact. Do not add weapons, enemies beyond boulders, lives, levels, or other mechanics not described.

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