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Arcade › Tower Blast
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kareem ElGamer built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Tower Blast yet. Play it, then tell Kareem ElGamer what you would add next.
Tower Blast was built by Kareem ElGamer 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 Tower Blast 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 browser-based 2D side-scrolling cooperative platform game titled “TOWER BLAST.” Use a full-screen responsive HTML canvas with a dark pixel-art/vector aesthetic. The world is a long vertical tower corridor approximately 5200 world units wide, viewed from the side; the camera smoothly follows the furthest-advanced player and is clamped to the level. Render a night gradient sky from deep navy at the top to muted plum near the bottom, sparse small white stars, and a pale yellow moon in the upper-right. Below roughly the top quarter, render a very dark tower interior with subtle diagonal/slanted vertical wall lines. Platforms are simple rectangular ledges with tan/brown tops and dark reddish undersides, arranged as a procedurally generated ascending/varied path across the tower. The final platform has a green highlight. In NORMAL mode, some platforms are red lava patches with orange top edges. In HARD mode, instead show a bright red-orange rising lava flood from the bottom with a yellow-orange rim; it rises continuously after the first second and kills players it touches. The game has a menu overlay before play: a centered dark translucent rounded panel with the large title “TOWER BLAST,” explanatory text, mode buttons for “1V1 / duel run,” “NORMAL / lava patches,” and “HARD / rising lava,” with the selected mode highlighted gold/orange. Include a PARTY CODE section with CREATE PARTY, a six-character code input, and JOIN controls; creating generates and displays a six-character uppercase code, joining requires six characters. Include two readiness buttons “P1: NOT READY” and “P2: NOT READY” that toggle to green READY states. Only allow the start button once a party has been created/joined and both players are ready; its text changes among “CREATE/JOIN A PARTY FIRST,” “READY BOTH PLAYERS,” and “START [MODE].” Explain controls in the menu: P1 aims with the mouse and fires with left click or holding SPACE; P2 aims with the mouse and fires with right click or holding ENTER. On touch devices, show two groups of three translucent bottom buttons for the two players, with left/right arrow buttons and BLAST buttons. When the run starts, spawn two small blocky humanoid avatars together on the first platform: P1 is blue (#5db7ff), P2 is pink/red (#ff7286). Each is a simple rectangular body with a dark visor/face, one white eye pixel, pale head/hair block, dark cap detail, a black shadow below, a floating P1/P2 label, and a small shotgun drawn in front of the character. Players have no conventional walking/jump controls: their movement comes only from recoil blasts. The aim angle is controlled by the mouse position relative to the player’s on-screen center, and facing follows the aim direction. Firing launches the player in the opposite direction of the shotgun aim, applying a strong impulse (about 540 power scaled by 0.72), with a short approximately 0.18-second cooldown. Holding the relevant fire key repeatedly fires whenever cooldown permits. Show a brief full-screen pale yellow blast flash and a burst of small glowing square particles at the player. P1 uses SPACE/left mouse; P2 uses ENTER/right mouse. Preserve gravity, horizontal drag, and a maximum horizontal velocity; players arc through the air and land on platforms. Generate around 22 platforms in 1V1/normal and around 18 in hard, with random horizontal gaps and modest vertical variation bounded between about 35% of screen height and the ground platform height. Add hazards along the route: stationary triangular spike traps on some non-lava platforms, which disappear/activate only once and kill on contact; and dark flying bird enemies with angular wings and a red eye that move horizontally and bob vertically. Bird collisions kill both the bird and the player. Falling below the screen also kills a player. A player reaching the far green goal line is marked as reached and no longer moves. Draw a green vertical goal marker near the level end with “GOAL” above it. The top HUD remains visible over gameplay: a left badge showing the selected mode and either “LAVA PATCHES” or “RISING LAVA,” and a right badge showing each player’s status as RUN, DOWN, or GOAL separated by dots. If both players reach the goal, stop the game and display a large centered message near the top reading “TOWER CROSSED! Press R to replay.” If either player dies, stop and display “A player fell — press R to replay.” Pressing R while stopped restarts the run. Use small square particle bursts for blast, lava death, and enemy/trap death effects. Keep all geometry and UI crisp, simple, high-contrast, and responsive, with no invented weapons, scoring, lives, timer, or multiplayer networking beyond the local party-code/readiness interface.