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Coastal Trial

  • 3d
  • motorcycle
  • side-scroller
  • arcade
  • balance
  • coastal
  • time-trial
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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. kellen.lenzt0 built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Coastal Trial was built by kellen.lenzt0 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 Coastal Trial 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 Coastal Trial

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-playable 3D side-scrolling motorcycle balance trial titled “Coastal Trial” with the HUD title “Boardwalk Breaker.” Use Three.js-style real-time 3D rendering with a fixed side-on perspective along the X axis: the camera follows the bike from slightly above and behind/right, looking down a long coastal boardwalk. The scene should have a muted teal/blue sky background with fog, warm directional sunlight, soft shadows, dark green ground/swamp below, and a semi-transparent dark teal tide-water plane underneath the course. Add simple low-poly coastal decoration: tall palm trees and bushes along both sides, pier posts, and a dark stilted shack with a red roof near the finish.

The playable avatar is a small stylized dirt bike with two black tires, metal forks/handlebars, a red frame, and a simplified rider wearing a dark outfit and yellow helmet. The bike travels from left to right over a 57-unit obstacle course. Keep the bike’s motion and physics central: Arrow Up/W applies throttle and accelerates forward, Arrow Down/S brakes/reverses, and Arrow Left/A versus Arrow Right/D lean the bike in the air and while riding. Also provide four round touch controls at the bottom-right for left, right, throttle/up, and brake/down, with pointer press-and-hold behavior. The player must maintain balance while crossing the tide line and land safely.

Build the exact visible course progression: begin on a level wooden plank from x=0 to 7; climb a ramp from x=7 to 12; continue on a level plank to x=16; leave a gap until x=17.5, then ride a raised level section to x=23; include a ladder-like raised section from x=23 to 29; continue on a level plank to x=34; cross a second gap until x=35.5; ride a raised level section to x=40; descend a ramp to x=48; then use a final level finish platform to x=58. The course is made from thick brown wooden beams with dark support posts underneath. Mark the gaps with dark horizontal warning logs on either side, and show ladder rungs on the ladder section. Track width is roughly 2 units across the depth axis. Place the bike initially near the beginning, aligned with the track.

Use simple arcade physics: gravity pulls the bike down, throttle acceleration is strong, braking decelerates it, speed is capped, and the bike follows each plank/ramp height when grounded. The bike can become airborne over gaps and ramps; while airborne, lean input changes its rotation. While grounded, smoothly align toward the current track slope while still allowing lean influence. Crash when the bike tilts beyond roughly 1.34 radians, falls below the course/tide level, or goes back before the start. Stop the bike and show a centered dark translucent crash overlay reading “WIPED OUT,” “THE TIDE CLAIMED YOUR LINE,” and a “TRY AGAIN” button that resets the run. The top-right “RESTART” button must also reset the run.

Track progress should be based on distance across the course. Show a top HUD over the 3D scene: at upper left, a dark translucent rounded panel with the cyan small uppercase brand “COASTAL TRIAL” and bold “Boardwalk Breaker”; beside it, a stats panel with a running timer in MM:SS.t format labeled TIME and a best/maximum successfully accumulated airtime labeled AIRTIME; then an orange-red “#9 HARD” badge and a light “RESTART” button. Beneath this, show a CHECKPOINTS label with “0 / 6” initially and a thin rounded progress bar that fills from orange to pale yellow as the bike advances. Update checkpoints by distance, up to six, and fill the bar based on progress toward x=57.

At the center-top, display the initial instructional message in uppercase: “KEEP IT BALANCED” with the subtitle “THROTTLE + LEAN TO SURVIVE THE TIDE LINE.” When the bike completes an airborne landing after more than a brief jump, temporarily replace it with an orange-highlighted message such as “AIRTIME +X.Xs” and “CLEAN LANDING,” while retaining the best airtime in the HUD. When the bike reaches the finish, stop it around the final platform and show “FINISH LINE” and “TRIAL CLEARED — X.Xs.” Make the UI dark navy, glassy/translucent, rounded, and high-contrast with compact uppercase tracking, matching an arcade challenge presentation. On small screens, hide the keyboard hint and keep the circular touch controls usable. Include a bottom-left hint on desktop: “W / ↑ throttle · S / ↓ brake · A D / ← → lean.”

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