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Coin Hopper

  • 3d
  • platformer
  • collectathon
  • third-person
  • mobile
  • low-poly
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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. edinsonagarciag11-sketch built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Coin Hopper yet. Play it, then tell edinsonagarciag11-sketch what you would add next.

Make your own game

Coin Hopper was built by edinsonagarciag11-sketch 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 Hopper 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 Hopper

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 platforming/collectathon game titled “Coin Hopper.” Use a dark neon low-poly aesthetic and a perspective camera that follows a small blocky character from behind and above. The world is a large dark indigo ground plane with subtle concentric wireframe rings, purple/blue fog, warm directional lighting, soft shadows, and a cool blue rim light.

The player avatar is a simple stylized humanoid: a cyan/bright-blue rectangular body about 0.6 wide, 0.7 high, and 0.6 deep with a slight cyan emissive glow, a peach spherical head, and two small dark eyes on the front. It starts on a large green 5x5 platform at world position (0,0,0), with the character standing above its top surface. The character can walk in all horizontal directions at about 5.5 units/second, faces smoothly toward the direction of travel, is affected by gravity, and can jump with Space at about 8.5 vertical speed. Falling below world height -8 resets the player to the starting position and displays a temporary “Tente de novo!” message before restoring the main objective message. There are no lives or combat mechanics.

Build a fixed obstacle course of raised rectangular platforms over the ground. Platforms are 0.4 units thick and use these positions and sizes: starting green platform at (x=0,z=0,y=0), size 5x5; green platform at (6,1,2), size 3x3; green platform at (-5.5,3.5,3.5), size 3x3; green platform at (0,7,5), size 3x3; green platform at (5.5,6,6.5), size 3x3; orange moving platform at (-4,-2,2.5), size 2.8x2.8, oscillating on the X axis over a range of 3.5 at speed 1.0; orange moving platform at (4,-3.5,4.5), size 2.8x2.8, oscillating on the Z axis over a range of 3 at speed 1.2; orange moving platform at (-3,-6,7), size 2.8x2.8, oscillating on X over a range of 3 at speed 1.5; and a final gold platform at (0,-10,9), size 4.5x4.5. Give moving platforms a visible translucent orange edge outline. Platforms should support landing from above, and the player should ride along with a moving platform while standing on it.

Place one glowing metallic gold coin above the center of each non-final platform after the starting platform (the seven intermediate platforms), and place three coins in a horizontal row above the final platform. Coins are short gold cylinders oriented like upright collectible tokens, with orange emissive highlights, high metalness, and low roughness. Put them about 0.9 units above their platform, make them gently bob up and down and subtly rotate over time, and have coins on moving platforms follow their parent platform. When the player comes within about 0.9 units of a coin, remove it and increment the score. The objective is to collect all 10 coins; after each pickup show the number of coins remaining, and after the last pickup show “Todas as moedas coletadas! 🎉” plus “✨ Missão cumprida! ✨”.

Use a third-person camera with perspective projection, initially angled from behind/above the character, with a follow offset around (0,3,5.5). Smoothly follow the player and look toward a point around 1.2 units above the player. Let the player rotate the view by dragging on the right half of a touchscreen: horizontal drag changes yaw and vertical drag changes pitch, clamped to a practical range. On the left half, provide a translucent virtual joystick with a faint circular base and a lighter knob for movement; render it near the bottom-left. Support keyboard controls too: WASD or arrow keys for movement, Space for jumping. Movement should be relative to the camera yaw, and clamp combined input so diagonal movement is not faster.

Render a screen-space HUD near the top/upper-left using clean white sans-serif text: a gold coin icon and the current score, a thin translucent divider, and Portuguese objective text initially reading “Colete todas as moedas!”. The HUD should remain fixed to the screen while the 3D camera moves. Keep the presentation minimal and uncluttered, with no menus, enemies, weapons, timer, or extra abilities. Make the game responsive to window resizing and touch-first while remaining playable with keyboard and mouse/pointer input.

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