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TapVent

  • 2d
  • mobile
  • arcade
  • top-down
  • tap-to-move
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. Isaac Fortune built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about TapVent yet. Play it, then tell Isaac Fortune what you would add next.

Make your own game

TapVent was built by Isaac Fortune 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 TapVent 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 TapVent

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 mobile-friendly 2D top-down mini-game titled “TapVent,” rendered with crisp flat shapes in an orthographic view. The playfield is a dark navy spaceship interior over a subtle repeating blue-gray square grid. Use a roughly 40-by-24 world with the visible ship bounded by dark-blue rectangular walls: thick horizontal walls near the top and bottom, vertical side walls, a central horizontal divider with openings/corridors, two vertical divider sections around x=-8 and x=8, plus small room-block walls at upper-left and lower-right. Give all walls a faint blue outline.

The player is a small cyan Among-Us-inspired rounded crewmate sprite with a darker backpack shape, pale blue reflective visor, and subtle light outline. Start the player near the lower-left at world position (-12,-5). An impostor is a similarly shaped red/pink rounded crewmate with visor, starting near (12,5). Five yellow tasks are randomly selected from fixed map locations such as (-13,6), (-6,2.5), (6,-2.5), (13,-6), (0,9.5), (0,-9.5), (11,6), and (-11,-6). Each active task is a bright yellow circular core surrounded by a larger yellow pulsing ring.

Core controls are tap/click only, with no joystick: tapping anywhere in the playfield sets the cyan player’s movement destination, and the player moves toward it at constant speed while colliding with and being pushed out of the rectangular walls. A tap directly on a task starts that task only if the player is within 1.6 world units; otherwise it functions as movement input. When completing a task, the player stops and remains stationary for 2 seconds. Display “Doing task…” centered on screen during this action. The task ring should visibly intensify as progress advances; after 2 seconds hide/remove that task and decrement the task counter. Moving or tapping elsewhere cancels task progress. Ignore small pointer motion so touch dragging is not treated as a tap.

The red impostor continuously wanders to random destinations when the player is farther than 7 units, navigating with the same wall collision behavior. If it comes within 7 units it chases the player, moving slightly faster than its normal speed. If it reaches within 1.2 units, immediately end the round with the centered message “You got caught!\nTap Restart”. The round starts with a 90-second countdown; show integer seconds remaining and end with “Time’s up!\nTap Restart” at zero. The player wins when all five tasks are completed, ending with “All tasks done!\nYou win — Restart?”. Freeze gameplay after any win or loss.

Add a fixed HTML HUD over the canvas: at the top, two translucent dark rounded pills reading “Tasks: 5” (updated as tasks are completed) and “Time: 90s” (updated with the ceiling of remaining seconds). At the bottom, a translucent styled “Restart” button on the left and the hint “Tap to move — tap tasks when close” on the right. Use pale blue-white text, rounded corners, subtle borders, and translucent blurred dark backgrounds. Center status messages use the same dark translucent rounded panel. The Restart button resets the timer, player and impostor positions, task selection, movement, and game state. Keep the background nearly black navy (#070a12), the walls deep blue (#1b2445), tasks golden yellow, player cyan, and impostor red/pink. Ensure the layout fills the viewport, prevents page scrolling, supports Pointer Events and touch input, and adapts the orthographic camera to window aspect ratio.

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