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Arcade › Sunstripe Sprint
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Bruce Wick built it with Cinevva, so it works on a phone or a tablet too.
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Sunstripe Sprint was built by Bruce Wick 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 Sunstripe Sprint 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 responsive 2D side-scrolling platform game titled "Sunstripe Sprint". Render it on a full-window canvas with a warm stylized savanna palette and a camera that follows the player horizontally: the player is kept around 34% of the screen width, while the world scrolls across a 5200-pixel-long level. The goal is to run right to the GOAL flag near the far end (win when the player passes x=5180), while jumping over thorn hazards and avoiding or stomping roaming animals. Player and controls: The avatar is a small stylized golden-yellow cheetah, about 38x58 pixels, with a spotted body, round head, ears, muzzle, tail, and thin legs. It faces the direction of travel. Use left/right arrow keys or A/D to accelerate horizontally, and Up, W, or Space to jump; include touch controls at the bottom with circular ◀ and ▶ buttons on the left and an ▲ jump button on the right. The touch buttons should support press-and-hold movement and buffered jumping. Give the character responsive acceleration toward a maximum movement feel, friction when no direction is held, gravity, and a forgiving jump: jumping is possible while grounded or for roughly 0.1 seconds after walking off an edge, and a jump input is buffered briefly. The jump launches strongly upward, with gravity pulling the player down. Clamp the player to the world’s horizontal bounds. Level layout: Use dark brown raised platforms with a lighter brown top edge and repeated golden vertical stripe details along their fronts. The main ground platforms are at y=430 and are separated by gaps: x=0 width 760, x=860 width 560, x=1510 width 780, x=2380 width 900, x=3370 width 720, and x=4180 width 1040. Add elevated platforms with the same visual treatment at these positions: (430,350,150x28), (1010,330,150x28), (1260,260,150x28), (1770,350,150x28), (2050,300,150x28), (2700,350,170x28), (3060,270,170x28), (3620,345,160x28), (4540,340,160x28), and (4900,280,170x28). Platforms should support landing from above, but the character should fall through the gaps. Hazards: Place low thorn/spike obstacles on the main route at x=690, 1110, 1390, 1900, 2240, 2790, 3290, 4030, and 4770. Each is about 52 pixels wide and 30 pixels tall, with a dark brown rectangular base and four cream triangular spikes. Touching one costs a life unless the player is temporarily invulnerable. Enemies: Add continuously patrolling animals on the ground, with simple stylized silhouettes and distinct colors/shapes. They move back and forth within fixed ranges and reverse direction at their limits. Place: a monkey around x=600 patrolling 500–720; a warthog around x=1180 patrolling 900–1380; an ostrich around x=1660 patrolling 1530–2200; a rhino around x=2170 patrolling 1530–2260; a monkey around x=2500 patrolling 2400–3200; a warthog around x=3440 patrolling 3390–4020; an ostrich around x=4270 patrolling 4200–4700; and a rhino near x=5350 patrolling 5200–6080. The enemy drawings should be compact brown/gray cartoon animals: monkeys have a curled tail, warthogs have tusks, ostriches have a long neck and legs, and rhinos have a horn. The player can defeat an enemy by landing on it from above while descending: bounce upward, add 100 score, emit a small burst, and reset that enemy to its patrol minimum. Side or underside contact costs a life. Lives, checkpoints, scoring, and failure: Start with 3 lives and score 0. Display distance as whole meters based on player x divided by 10, score with a star, and remaining lives with a heart in the top-right HUD, formatted like "0 m · ★ 0 · ♥ 3". Reaching x=900, 1950, 3340, and 4760 activates sequential checkpoints. On taking damage, decrement lives, create cream particle effects, and respawn at the current checkpoint with upward placement, zero velocity, and about 1.5 seconds of invulnerability; show a brief message such as "Keep going! Checkpoint saved." If the player falls below the viewport, treat it as damage. At zero lives, stop gameplay, show "The savanna wins — press RESTART", and reveal a RESTART button. On reaching the finish, add 500 score, stop gameplay, show "FINISH!", and reveal RESTART. At startup show a short "Run to the flag!" message. Show a temporary "CHECKPOINT" message on checkpoint activation. Add small square particle bursts for jumps, damage, stomps, and checkpoint events; make the player blink during invulnerability. Finish marker: Near x=5160, draw a tall cream flagpole from around y=240 down toward the ground with a red-orange triangular pennant and the word "GOAL" on it. Winning occurs just after the player reaches this marker. Environment and art direction: Use a flat, clean, hand-drawn vector-like style with no external assets. The background is a vertical orange-to-golden gradient, darker orange near the top and bottom, with a pale yellow sun at the upper right (roughly screen x minus 100, y=90, radius 48). Behind the platforms, repeat distant acacia tree silhouettes in muted terracotta brown: broad flattened oval canopies, round canopy lobes, and narrow trunks. Add sparse horizontal dusty orange atmospheric strokes with parallax movement. Keep the scene uncluttered and strongly readable, with cream spikes and flag accents contrasting against dark brown platforms. HUD and presentation: Overlay a fixed HUD above the canvas. At top left, show a rounded dark brown translucent badge with a cream border, bold cream text "SUNSTRIPE SPRINT", and a subtle dark text shadow. At top right, show the matching rounded badge with distance, score, and hearts. Centered near the top, show temporary status messages in bold cream text with a dark brown shadow. At the bottom, show the touch controls: 64px circular dark translucent brown buttons with cream borders, cream symbols, and a pressed-down effect; put left/right together at bottom-left, jump at bottom-right, and put RESTART in the jump-side cluster only when needed. On wider screens the touch controls may appear more transparent while remaining available. Make the game fill the viewport, prevent page scrolling/touch interference, and adapt to window resizing.