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Worm World 3D

  • 2d
  • arcade
  • snake
  • collectathon
  • casual
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. line built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Worm World 3D was built by line 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 Worm World 3D 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 Worm World 3D

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 game titled "Worm World" in a responsive full-screen game area (maximum about 1100x760) with a dark, polished arcade UI. The game is a top-down 2D worm/food arena rendered on an HTML5 canvas, with no camera scrolling: a circular playfield is centered in the canvas and occupies roughly 76% of the smaller viewport dimension. Outside the circle is the selected map's background color; the circle has a thick contrasting outline and a map-specific ground color.

Core gameplay: control the yellow player worm, initially a chain of 10 round body segments, and collect food scattered inside the circular arena. The head moves continuously in the current cardinal direction at about 88 pixels/second. Each movement input changes direction immediately to up/down/left/right; support keyboard W/A/S/D and arrow keys, plus four large on-screen touch buttons arranged left, up, down, right. Keep the worm inside the arena: when its head reaches the circular boundary, steer it back inward and clamp it near the edge rather than letting it leave. The player grows by increasing its target segment count when it eats food, and the score increases by that food's value. Food is removed and immediately respawned elsewhere in the arena, so maintain roughly 18 food items during play.

Use four visible emoji food types, each drawn with a colored circular backing and an emoji: apple (🍎, value 1, growth 1), cake (🍰, value 3, growth 2), burger (🍔, value 4, growth 3), and donut (🍩, value 7, growth 5). Spawn them with approximate probabilities 48% apple, 24% cake, 19% burger, and 9% donut. Food is collected when the worm head comes within about 18 pixels. The HUD explicitly says the donut is worth the most.

Include two autonomous AI worms in the arena alongside the player: Mint, colored pale green (#70e1a1), and Berry, colored pink (#ff7bbd). They begin as 10-segment chains, move continuously at random speeds around 55–75 pixels/second, and randomly choose cardinal directions occasionally while avoiding an immediate reversal. They also eat food, grow, and track their own scores, but do not need to be shown in a leaderboard. The player is gold/yellow (#ffd54a). Draw every worm as overlapping circular segments (head radius about 12, body radius about 10), with a small pair of dark eyes near the head oriented according to movement. The player and AI worms all collect food; there is no implemented combat, self-collision, lives, timer, or win condition, and do not invent a game-over screen.

Offer four selectable map/theme buttons in the top-right HUD: Grass, Blossom, Galaxy, and Heaven. Grass is selected initially and its button is yellow with dark text; other buttons are dark translucent pills with white text. Clicking a theme resets the arena, worms, food, and score. Theme visuals: Grass uses dark green outside background (#4d9b54 in the canvas implementation) and lighter green circular ground (#75c85f), with a dark green rim and sparse tree, rock, and grass emoji decoration. Blossom uses deep green/teal outside (#183b2a), medium green ground (#316b45), dark rim, and pink flower/rock decorations; its food tint is pinkish. Galaxy uses near-black navy outside (#090713), deep purple ground (#24163d), near-black rim, and many small white/pale-purple stars; its food tint is lavender. Heaven uses pale sky-blue outside (#c5e9ff), nearly white ground (#f4fbff), blue rim, and cloud, sparkle, and wing decorations; its food tint is white. Within the clipped circular arena, add subtle repeated speckles and around 22 semi-transparent decorative emoji placed deterministically around the circle. Keep food and worms clearly visible above these decorations.

Build the HUD as an overlay that does not block the canvas except for controls. At upper left, show a rounded translucent dark panel with the large bold title "Worm World", subtitle "Eat food. Grow longer. Rule the round.", and live stats in bold: "Length [player body length] • Score [player score] • Best food: 🍩 Donut +7". At upper right, show the rounded translucent theme selector panel with the four pill buttons; allow wrapping on narrow screens. At the bottom, show the hint "Move with WASD / arrows, or use the buttons. Donut is worth the most!" on the left and four dark circular/rounded directional buttons on the right displaying ◀ ▲ ▼ ▶. Use a modern system sans-serif font, dark translucent panels with subtle borders/shadows and rounded corners, yellow active theme styling, and responsive mobile layout: stack the top panels on narrow screens, keep the hint compact, and preserve touch-friendly controls. Use a dark page backdrop and center the game area, with canvas touch-action disabled so the controls work reliably.

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