Appearance
Arcade › Coinbound
Click the game above and it runs right here in your browser. No download, no installer, no account needed. minalidohatia1985 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 minalidohatia1985 what you would add next.
Coinbound was built by minalidohatia1985 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 3D third-person platforming game titled “Coinbound.” Use Three.js-style realtime 3D rendering with a dark navy background (#0b1020), subtle distance fog, antialiased rendering, shadows, a cool blue hemisphere fill light, and a warm directional key light so platforms and the player cast soft shadows. The camera is a perspective third-person camera following the player from behind at about 8.8 units distance, with the player kept as the target. The player is a small glossy cyan/turquoise capsule character, made from a capsule-shaped body with a dark blue flattened visor on its front. Start it at approximately (0, 1.25, 0) on a large blue starting pad. Use standard platformer physics: WASD or arrow keys move the character, Space jumps, movement speed about 7.2, jump speed about 10.5, gravity about -24. Also provide a touch joystick and a mobile jump control, and show the mobile/keyboard instructions in the HUD. If the player falls below y=-8, reset them to the starting position and display a temporary “Back to the start” message. Build an upward obstacle course of blue rectangular platforms. The starting area includes an 18 by 1 by 18 dark blue ground block centered around (0, -0.5, 3), plus a brighter blue 5 by 0.35 by 5 start pad at (0, 0.35, 0). Each elevated platform should be a thick blue rectangular block with a lighter, slightly inset top surface: - platform 1 at (0, 3.2, -7), size about 4.2 by 0.5 by 3.2, oscillating along X through a 4.4-unit range at speed 0.85; - platform 2 at (7, 6.1, -12), size 3.6 by 0.5 by 3.0, oscillating along Z through a 4.5-unit range at speed 0.7; - platform 3 at (0, 9.0, -20), size 4.2 by 0.5 by 3.2, oscillating along X through a 5.5-unit range at speed 0.6; - platform 4 at (-8, 12.2, -28), size 3.4 by 0.5 by 3.0, oscillating along Z through a 4.2-unit range at speed 0.9; - platform 5 at (0, 15.6, -36), size 4.8 by 0.5 by 3.2, oscillating along X through a 6.5-unit range at speed 0.55. Use sinusoidal motion, with differing starting phases so their movement is not synchronized. Add a pink/magenta glowing cylindrical finish beacon at approximately (0, 17.2, -44), visually marking the final landing area. Place exactly 12 collectible golden torus/ring coins, with metallic rough gold material and a warm orange-gold emissive glow. Coins rotate continuously and bob slightly vertically. Their positions are: (0, 2.0, -3.2); (0, 4.7, -7); (1.8, 4.7, -7); (7, 7.6, -12); (5.7, 7.6, -12); (0, 10.5, -20); (-1.6, 10.5, -20); (-8, 13.7, -28); (-8, 16.2, -28); (0, 17.1, -36); (2.1, 17.1, -36); and (0, 18.5, -44). Orient the rings so they are clearly visible from the camera. When the player comes within about 1.25 units of a coin, collect it, hide it, increment the score, and show a short gold pill-shaped “+1 coin” notification. Once all 12 are collected, mark the game complete, update the score display to include “· COMPLETE,” and show “All coins collected!” Create a fixed HUD over the game. In the upper-left, show a translucent dark rounded panel with a subtle light border and blur/shadow, the uppercase gold title “COINBOUND,” and “Coins 0 / 12” (updating as coins are collected). In the upper-right, show the help text: “WASD / arrows to move · Space to jump” on the first line and “Touch joystick + jump on mobile” on the second, in pale blue-white text on a translucent dark panel. Notifications appear near the top center as a rounded gold badge with dark text and fade in/out. Preserve a clean arcade presentation: no enemies, weapons, health, timer, or extra UI; the objective is simply to jump across moving platforms and collect all 12 rings.