Arcade › Sugar Paws
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Sugar Paws was built by Leo Leo 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 Sugar Paws 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 compact 3D third-person collectathon platformer titled “Sugar Paws.” Use a cute small animated kitty as the playable hero, based on a low-poly/cartoon Kenney-style cat model. The camera follows behind the kitty at a moderately elevated distance and can be rotated around the character by mouse drag, touch drag, right stick, or equivalent camera-look input. Build the level as a forward-rising dessert obstacle course suspended over a pale candy-cloud/pastel floor: the route begins at a giant frosted cake island near the origin, then uses a pancake step, two narrow candy-bar bridge sections, another pancake step, a broad pancake plateau, three elevated donut pads arranged left/middle/right, a cupcake summit island, and finally an exit cake island with a large rotating door/gate at the far end. The world should have a soft pink background and fog, warm cream/pink lighting, pastel candy colors, shadows, and sparse oversized dessert props in the distant backdrop (cakes, cupcakes, pancakes, donuts, and strawberries) plus soft white candy-cloud puffs in the sky. Use imported/instanced dessert props for cakes, donuts with sprinkles, cupcakes, strawberries, pancakes, candy bars, a platform ramp if useful, and a large rotating door; keep the overall look playful, rounded, and toy-like rather than realistic. The objective is to collect all 10 floating sweets, then reach and interact with the final gate. Place the ten collectibles along the actual route: three on/near the starting cake (cupcake, strawberry, donut), one candy bar on the bridge, three on the pancake plateau (cake, strawberry, donut), one cupcake on the left donut pad, one strawberry on the middle donut pad, and one cake on the summit cupcake island. Make collectibles hover/bob gently, rotate, and emit small colored point-light glows. They are collected only when the player is nearby and presses E or X, or uses the on-screen Treat/Collect button; do not collect merely by touching them. The HUD should show “Sweets: collected / 10,” “Hearts: current / 3,” the current checkpoint, and a hint such as “N sweets left for the gate.” After all 10 are collected, change the hint to indicate the gate is open, remove the gate collision barrier, open the door by rotating it approximately 90 degrees, and change its glow from warm yellow to mint green. Near the gate, show an interaction prompt: before unlocking, “Need N more sweets”; afterward, “E / X: Enter the gate.” Interacting with the open gate completes the level. Use three hearts. Add exactly three moving dessert hazards: a donut sweeper moving side-to-side across the candy-bar bridge, an orbiting strawberry hazard circling on the pancake plateau, and another side-to-side donut sweeper near the summit/right donut-pad section. Give hazards small glow lights and animate their rotation. Contact costs one heart, knocks the kitty back slightly, and grants roughly 1.25 seconds of invulnerability with a visible blinking effect. When hearts reach zero, respawn after a short delay at the latest checkpoint with hearts restored to 3. Falling below the world also triggers a delayed respawn. Set checkpoints at the start (“Sugar Landing”), the pancake plateau (“Pancake Plateau”), and the summit (“Frosting Summit”); reaching each later checkpoint updates the HUD and the respawn position. The starting spawn is on the first cake, and the final checkpoint is before the exit island. Movement should support WASD and gamepad left stick through third-person runtime controls, with walking/running animation on the cat and idle animation when stationary or airborne. Use a movement speed around 5.4, jump speed around 8.2, and gravity around 21. Support Space and an on-screen Jump button for jumping. The platforms need simple forgiving box-like surface colliders matching their visible tops, while gaps between cakes, bridge pieces, and donut pads are fall hazards. The player should be able to jump across the raised platforms and pads. Add lightweight audio feedback: a click for collecting sweets/checkpoints, a jump phase sound, and soft timed footstep sounds while moving. Start with a full-screen translucent pink-to-blue gradient title overlay over the dessert scene. The centered dark-purple rounded card should display the large cream/yellow title “Sugar Paws,” the description “Guide a tiny kitty across frosted cakes, donut pads, and pancake plateaus. Gather every sweet, open the gate, and pounce through it.”, a controls section listing WASD/left stick to move, mouse/right stick/touch drag to rotate the camera, Space/jump button to jump, and E or X/Treat button to collect or interact, plus a mint-green “Play” button and a loading/status line. Once Play is pressed, hide the overlay and show the game. During play, place a dark translucent rounded HUD panel at the upper-left with the title, cake icon sweet count, heart count, checkpoint label, and remaining-sweets hint. Show temporary centered translucent message banners for events such as collecting a sweet, reaching a checkpoint, taking damage, respawning, opening the gate, and victory. On touch/mobile layouts, provide large rounded action buttons on the lower-right: a pink Treat/Collect/Finish button only when an interaction is nearby, and a mint-green Jump button. On winning, show a “Sweet Victory!” overlay with text explaining that all 10 sweets were collected and the kitty went through the gate, and offer “Play Again” to reset the run. Include a small celebratory burst of alternating pink/yellow spark particles around the gate after victory. Keep the camera, UI, and lighting consistent with the cheerful pastel dessert presentation shown in the reference.