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Coin Cruiser

  • 3d
  • exploration
  • collectathon
  • driving
  • low-poly
  • arcade
0
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6 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. lolo rogari built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Coin Cruiser yet. Play it, then tell lolo rogari what you would add next.

Make your own game

Coin Cruiser was built by lolo rogari 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 Coin Cruiser 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 Coin Cruiser

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 playable 3D third-person open-world collection and driving game titled "Coin Cruiser". Use a low-poly, colorful Kenney-style asset look. The world is a large flat green grass plane about 220 by 220 units, with soft blue-gray fog beginning around 40 units and ending around 160, ambient light plus directional sunlight, and cast/receive shadows. Populate it with scattered low-poly trees (a mix of oak and pine), rocks, and roughly 18 randomly distributed grass patches. The playable blocky character starts at approximately world position (-8, 0, 12), is visible in third-person, and can walk/run around the terrain and jump. Use a third-person camera that follows the character; support mouse click look. Movement controls are WASD or arrow keys, with Space to jump. Keep the player within x/z bounds of -95 to 95. Play an idle animation when stationary and walking/running animation while moving, with a jump/fall animation in the air.

The main objective is to explore and collect gold coin 3D pickups scattered around the map. Place 12 coins at these approximate x/z positions: (-25,5), (12,-18), (35,22), (-5,32), (48,-8), (-30,-32), (8,45), (-15,-10), (22,5), (-40,15), (5,-35), and (38,-25). Coins float around y=0.6, continuously rotate, and bob slightly. When the on-foot player comes within about 2.2 units of a coin, remove it and increase the coin count by one. Coins cannot be collected while driving. Start the player with 12 coins so the shop can be used immediately.

Add a simple HUD overlay: a translucent dark panel in the upper-left displaying "Coins: <number>"; a blue "Shop (B)" button in the upper-right; and a small bottom-center instruction line reading "WASD / Arrows to move • Space to jump • Click to look • Collect coins • Buy cars in shop". Pressing B or clicking the shop button opens a centered dark translucent rounded Car Shop panel with four purchase rows: Red Racer for 10 coins, Green Racer for 20 coins, Orange Racer for 30 coins, and White Racer for 50 coins. Each row has a Buy button; after purchase it becomes disabled and says Owned. If the player lacks enough coins, show an "Not enough coins!" alert. Include a full-width Close button at the bottom of the shop panel. Buying a car deducts its price and spawns its parked vehicle near the shop area at x=18 plus 3.5 units per previously parked purchased car, z=-12.

Use four distinct low-poly race-car models/colors: red, green, orange, and white. At startup, place a red race car at approximately (22, 0.05, -8), angled with y rotation about 0.8 radians, and make it an owned starter car; it should be usable without buying it. The player can approach an owned parked car and press E to enter it if within 5 units of the nearest owned vehicle. Hide the character while driving and show a red "Exit Car (E)" button at the bottom center; pressing E or that button exits, places the player beside the car, and restores on-foot controls. If E is pressed while not near an owned parked vehicle, do nothing.

Implement arcade car driving for the currently occupied car. While driving, W/Up accelerates, S/Down reverses/brakes, A/Left and D/Right steer, with acceleration around 15, steering around 2.8, friction around 0.96 each update, and reduced reverse acceleration. The car moves in the direction of its local forward axis, remains at y=0.05, and stays within x/z bounds of -95 to 95. Smoothly follow the car with a camera offset of roughly (0,5,7) rotated with the car and look toward a point about 1.2 units above it. Do not allow coin collection while driving. Keep the overall presentation as a simple sunny low-poly exploration game with no enemies, combat, races, timer, lives, or other objectives beyond collecting coins, buying cars, and driving them.

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