Arcade › Coinbound
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Suraj Pandit built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Coinbound yet. Play it, then tell Suraj Pandit what you would add next.
Coinbound was built by Suraj Pandit 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 Coinbound 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.
Create a playable 2.5D side-view platforming game titled “Coinbound.” Use a Three.js-style orthographic camera looking across a dark navy blue scene, with a fixed vertical view and horizontal camera tracking as the player progresses. The level is a short platform route extending from x=-6.4 to about x=17, with the player starting on the far-left platform and the camera following the player horizontally (clamped around the center portion of the route). Use soft shadows, a cool blue environment, subtle atmospheric fog, and simple polished low-poly/platform-kit visuals. Player: use a small stylized humanoid platform-game character, positioned initially on the leftmost platform at approximately (-6.4, 1.36). The character can move left/right with acceleration and deceleration, using A/D or Left/Right arrows, at a top horizontal speed around 5.1. Jump with Space, Up Arrow, or W; jumping gives about 8.1 upward velocity and gravity is about 20. The player can land on platforms from above. Face the character in the direction of horizontal movement and use idle, walk, and jump animations when available. If the player falls below the level or moves too far left, reset them to the starting position; there are no lives or damage mechanics. Stop horizontal motion at the far-right boundary around x=17. Level geometry: build six thick blue rectangular platforms with bright pale-blue narrow rails/highlight strips along their upper edges. Arrange them as a route with these approximate centers, widths, and heights: (1) x=-6.4, y=0.7, width 4.2, height .35, stationary; (2) x=-2.2, y=2.0, width 2.8, height .35, moving horizontally between x=-4.2 and -1.0; (3) x=2.0, y=3.35, width 2.8, height .35, moving between x=0.2 and 4.5; (4) x=6.2, y=1.7, width 2.5, height .35, stationary; (5) x=9.3, y=3.0, width 3.0, height .35, moving between x=7.5 and 10.5; (6) x=13.5, y=4.35, width 3.2, height .35, moving between x=12.3 and 15.2. Animate the moving platforms smoothly back and forth with sinusoidal motion at varied speeds (roughly 1.0–1.35), so the player must time jumps across the route. Use solid blue platform faces and lighter blue top rails, with lighting and shadows making their thickness visible. Collectibles and goal: place exactly 12 rotating gold coin models along the route at these approximate positions: (-6.4,1.25), (-4.3,2.55), (-2.2,2.55), (-0.4,2.55), (2.0,3.9), (4.1,3.9), (6.2,2.25), (8.5,3.55), (10.4,3.55), (12.6,4.9), (14.7,4.9), and (16.4,5.2). Coins should hover with a slight vertical bob and rotate continuously, disappear when the player comes within about 0.75 world units, and increment the collection count. The objective is to collect every coin, not merely reach the end. Once all 12 are collected, stop normal player movement and show a centered completion panel reading “Route cleared!” and “Every coin is yours.” with a “Play again” button that resets the player, restores all coins, and resets the count. HUD and controls: overlay a minimal dark translucent interface. At the top-left show a rounded pill labeled “COINBOUND” in uppercase; at the top-right show “Coins 0 / 12,” updating as coins are collected. Near the top center show the instruction “A/D or ◀/▶ to move · Space / ▲ to jump.” Along the bottom, provide translucent rounded touch buttons: left and right arrow buttons grouped at bottom-left and an up-triangle jump button at bottom-right. These buttons should work as press-and-hold controls on touch and mouse/pointer input, in addition to keyboard controls. Use a dark navy background (#101936-like) and rounded translucent navy HUD panels with subtle light borders. The overall presentation should be clean, sparse, and arcade-like, with no enemies, weapons, timer, lives, or additional power-ups.