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Arcade › Chomp Drop
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Remix Chomp Drop 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 mobile-friendly 3D arcade game titled “Chomp Drop” in Three.js. Use a fixed, mostly front-facing perspective camera looking down a vertical play lane: a dark soft-spooky candy environment with deep purple background (#1a0d28), subtle purple fog, a tall translucent purple lane glow behind the action, and a broad dark-purple circular floor/platform at the bottom. Add soft pink/white hemisphere lighting, a bright warm directional key light with shadows, and a pink rim light so the character and falling objects look glossy and toy-like. The player is one large central floating cartoon mouth near the bottom of the screen, around x=0 and y=-4.1. Model it from rounded 3D forms: glossy hot-pink upper and lower lips, a dark burgundy mouth cavity, a bright pink tongue, pale pink gums, and six small white teeth on both the upper and lower rows. The mouth bobs gently up and down. It should visibly open when the player holds the chomp control: animate the upper lip, lower lip, gums, teeth, cavity, and tongue apart using a smooth interpolation. Its closed/rest open amount is about 0.15; fully open is 1. The mouth can move horizontally across an approximately 11-unit-wide lane, clamped to the left and right boundaries, with smooth target-position movement. Show a soft oval shadow beneath it on the floor. When hurt, briefly shake/rotate the mouth and show a small particle burst. Core gameplay: snacks and junk continuously spawn at random horizontal positions near the top (around y=7.4 to 8.9) and fall straight downward while spinning. Spawn one roughly every 0.42–1.1 seconds, becoming faster/more frequent as level and elapsed time increase. About 74% of spawns are good items selected randomly from: a glossy yellow spherical candy, a green cube/fruit, or a cyan mint ring/torus. The remaining spawns are dark purple faceted octahedral spiky junk. Good items have a collision radius around 0.55 and hazards around 0.65. The goal is to align the floating mouth with falling objects. When an object reaches the mouth’s collision band (horizontal distance less than about 1.7 and vertical distance from the mouth between -0.2 and 1.55), resolve it. If the mouth is open enough (open amount greater than 0.55), catching a good snack awards 10 points, removes it, displays a pink particle burst, and updates the status to say it was eaten. If a good snack reaches the floor without being caught, lose one life and show “A snack splatted on the floor.” If a good snack collides while the mouth is not open wide enough, it is treated as missed and costs one life. If spiky junk reaches an open mouth (open amount greater than 0.45), lose one life, show a dark particle burst and a tooth-related warning such as “Crunch! Spiky junk is bad for teeth.” If spiky junk hits a closed/resting mouth, block it safely and award 4 points. If spiky junk falls past the player to the floor, award 2 points and show “The junk missed you.” Start with score 0, 3 lives, and level 1. Every time the score becomes an exact multiple of 80 after eating a good item, increase the level by 1, display that snacks are falling faster, and increase falling speed/spawn pace. At zero lives, stop gameplay and show a game-over overlay with the final score and instructions to press R, Space, or tap CHOMP to restart. Restart resets score, lives, level, timing, mouth position/state, clears all falling objects, and starts a fresh run. Desktop controls: hold A or Left Arrow to move left, hold D or Right Arrow to move right, and hold Space to open the mouth. Press R to restart. Mobile controls must be large translucent rounded buttons along the bottom: left arrow, right arrow, and a wide “CHOMP” button. Holding the left/right buttons moves continuously; holding CHOMP opens the mouth. Also support pointer/touch dragging directly on the canvas: drag horizontally and map the pointer’s x position to the mouth’s target x. Tapping a movement or CHOMP control should start the game; Space or CHOMP should also restart after game over. Use a readable phone-oriented HUD over the canvas. At the upper left, show a rounded dark translucent panel with a thin pale-pink border containing bold text exactly in the style “Score: 0 · Lives: 3 · Level: 1” and a smaller status line beneath. Initially show a centered rounded translucent instruction panel reading “Chomp Drop”, “Feed the floating mouth.”, “Open up for candy and fruit. Avoid spiky junk.” with good text in mint green and bad text in pink, and “Press Space, tap CHOMP, or just start moving.” Hide it once play starts. On wider screens, show a second upper-right help panel explaining A/D or arrow movement, holding Space/CHOMP to open wide, and dragging to steer; hide that help panel on small screens. Keep the HUD and controls responsive with safe-area spacing, white/pale text, rounded corners, blur-like translucent panels, and soft shadows. The overall art style should be polished low-poly/rounded 3D, glossy spooky candy colors, simple high-contrast arcade feedback, and no extra game systems beyond this falling-food timing loop.