Arcade › Adaptive Sandbox
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Adaptive Sandbox was built by Darren Johnson 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 Adaptive Sandbox 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.
Rebuild a playable 3D third-person survival score-run called “Adaptive Sandbox,” with the HUD title “FixLee Trials.” Use Three.js-style rendering and a mobile-first responsive presentation. The camera should follow a small pale capsule-shaped player avatar from behind at a roughly 65-degree perspective, with third-person controls: WASD or arrow keys to move, drag/pointer input to look, Shift to run, and jumping supported by the third-person controller. Place the player in a large circular grassy arena/island with a visible square grid on the ground, a glowing pale-blue boundary ring, blue sky-colored background and fog, directional sunlight and soft shadows. Scatter the arena with low-poly gray/brown rocks around the perimeter and simple low-poly trees consisting of brown trunks and green cone crowns. The core loop is wave-based collection and avoidance. Floating geometric objects spawn around the arena, usually at least several units away from the player. Static collectible “cores” are cyan/blue and use a library of low-poly shapes: tetrahedron, cube, octahedron, icosahedron, dodecahedron, triangular prism, square prism, hexagonal prism, square pyramid, hexagonal pyramid, and cylinder. Make them hover, slowly rotate, and have a colored circular ground marker/ring plus a small rotating beacon above them. Touching a core collects it, removes it, increases score based on its shape face count (8 + twice the face count), increments the combo and wave progress, and displays a short toast such as “Cube core +20.” Some spawns are NPCs, represented by the same kinds of colored low-poly geometry but with a glowing halo above them and a colored circular marker. Include these exact NPC types and behaviors: Wanderer (cube, wanders randomly), Dancer (icosahedron, spins and bounces), Chaser (octahedron, red hostile enemy that follows the player), Friendly (dodecahedron, green ally that approaches the player), and Trickster (tetrahedron, orange hostile enemy that teleports around periodically or when approached). Friendly NPCs are collectible for 24 points and heal 10 integrity; Dancers are allies worth 18 points and heal 6; Wanderers are allies worth 14 points and heal 4. Chasers damage integrity by 10 on contact, and Tricksters damage it by 7. Give hostile objects red/orange danger coloring, and friendly objects green/yellow/purple positive coloring. Add brief contact/status toast messages and push the player away slightly after enemy contact. Objects and NPCs should stay inside the circular arena. Start a run with wave 1, 100% integrity, score 0, combo 0, a wave target of 6 collected items, and about 29 seconds on the timer. The target is calculated as 4 + wave*2 and the duration is approximately 30 minus the wave number, with a minimum of 16 seconds. When the player reaches the target before time expires, award a wave-clear bonus of 12 times the current wave, advance to the next wave, reset progress and timer, and spawn additional objects. If time expires before the target, subtract 8 integrity and advance to the next wave; hostile collisions subtract their configured damage as well. If integrity reaches zero, stop the run, pause gameplay, show a “Run failed” objective message, and tell the player to restart. Track and display high score, saved between sessions. Create a compact translucent dark-blue HUD panel in the upper-left with rounded corners and pale-blue text. It must show: title “FixLee Trials”; subtitle explaining that this is a survival score-run in an adaptive AI sandbox; a Current objective section such as “Collect N more items before the timer expires. Friendly NPCs heal you — red enemies drain integrity”; combo and recent success percentage; stat pills for Score, Integrity, Wave, Timer, Target (progress/target), Explore (AI exploration percentage), and Status. Status should include the latest collection/contact message and the latest FixLee anomaly or “all clear.” Include four large touch-friendly buttons: Pause/Resume, Spawn, Force explore/Adaptive mode, and Restart. Add a small dark chart below the buttons labeled “Recent success,” plotting the recent binary success history as a green line. On wider screens, show a bottom-right Goal legend saying to touch floating cores for points, pick up friendly NPC bonuses, avoid red hostile ones, and listing the movement/look/run controls. Use short rounded toast notifications centered near the bottom for score, damage, wave clears, restart, and supervisor messages. Implement the adaptive sandbox behavior behind the visible game: the generator chooses shapes and NPC variants from the exact libraries above. It normally uses learned confidence for shape choices but sometimes explores randomly; “Force explore” makes the next/manual and automatic spawns exploratory. If ten recent generations contain no NPCs, force an NPC spawn. Record simulated feedback for each generated creation, update per-action success/failure confidence, maintain a rolling recent-success chart, and adjust exploration rate based on recent accuracy (base 30%, increasing toward 60% when performance is poor and decreasing toward 15% when performance is high, with the configured bounds). FixLee should validate shape/NPC names, detect repeated generation loops, reset learning if repetition persists, and report anomalies when one shape is overused, boredom is trending, or no NPC appears in the recent window. Persist adaptive memory, generated environment snapshots, and high score with localStorage. Restart must clear the learning state and environment, reset the run, place the player at the starting position, and spawn a fresh initial set of ten creations. Provide pause, manual spawn, forced exploration, and restart interactions that work with pointer/touch input as well as desktop controls. Keep the visual style low-poly, colorful, clean, and readable, with floating geometry, glowing role markers, soft shadows, and a cool dark translucent analytical HUD over a bright outdoor arena.