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Crystal Trail

  • 3d
  • third-person
  • collection
  • low-poly
  • exploration
  • mobile-friendly
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1 play

How to play

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

Discussion

Nobody has said anything about Crystal Trail yet. Play it, then tell Daniel Sidorkin what you would add next.

Make your own game

Crystal Trail was built by Daniel Sidorkin 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 Crystal Trail 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 Crystal Trail

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 3D third-person collection game titled “Crystal Trail.” The player controls a simple blue capsule-shaped runner in a small stylized low-poly forest grove, viewed from behind with a perspective camera that follows the character at about 7.5 units distance. Use a bright cyan-blue sky with light atmospheric fog, soft shadows, and a green circular ground clearing. Add a lighter green circular ring/path on the ground, centered in the grove, as visible environmental guidance.

The player avatar is a glossy dark/royal-blue capsule character, approximately 1.2 units tall, with a rounded top and bottom. Add a small flattened glowing pale-cyan visor/sphere on the front of its upper body. Start the player near the front/southern side of the clearing at world position (0, 0.02, 10). Movement should be real-time third-person movement using WASD and arrow keys; on touch devices provide an on-screen virtual joystick. The movement speed is about 5.5, with jump support using jump speed about 8 and gravity about -22. Keep the player inside a square playable boundary, clamping X and Z between -18 and 18.

Build the grove with low-poly Quaternius/Cube World-style props or equivalent simple stylized geometry. Place approximately eight blocky broad-canopy trees around the perimeter: positions roughly (-16,-10), (-12,12), (-18,3), (15,11), (18,-5), (10,-17), (-6,-18), and (4,18), with varied rotations and scales. Add six small low-poly green bushes around the clearing, approximately at (-6,8), (8,5), (-9,-4), (6,-10), (-3,-13), and (13,0). Add five dark gray low-poly rocks/obstacles at roughly (-3,4), (3,6), (-7,-9), (11,-3), and (-11,2), varied in scale. All environmental props should cast and receive soft shadows.

Place exactly 12 floating cyan crystals to collect at these approximate X/Z locations: (0,7), (5,7), (-6,5), (8,1), (-9,-1), (4,-4), (-4,-6), (0,-10), (10,-8), (-11,8), (12,10), and (-13,-10). Each crystal is a bright emissive light-cyan octahedron, floating around y=1.05, slowly bobbing vertically by about 0.18 units and rotating around its vertical axis. When the player comes within roughly 1.55 units, collect the crystal, hide it, and increment the count. There are no enemies, combat, health, or hazards; the goal is simply to gather all crystals in the grove.

Use a clean HUD over the game. At the top left, show a dark translucent rounded panel with cyan uppercase title “CRYSTAL TRAIL” and a large counter reading “0 / 12 crystals,” updating as crystals are gathered. At the top right, show a matching dark translucent rounded time panel starting at “0:00,” with elapsed time formatted as minutes and two-digit seconds. At the bottom center, show a wide dark translucent rounded instruction panel reading: “Move with WASD / arrow keys. On phone, use the joystick. Gather every crystal in the grove.”

When all 12 crystals have been collected, stop the timer and gameplay updates and display a centered completion overlay with a dark translucent backdrop and card. The card should say “Grove cleared!”, show text such as “You collected every crystal in [final time].”, and include a prominent cyan button labeled “Run it again” that reloads/restarts the game. Match the visual style: soft rounded translucent navy UI cards with subtle cyan borders, white/cool-gray text, bright cyan accents, simple low-poly 3D art, warm directional sunlight, and gentle shadows. Make the layout responsive for portrait mobile screens as well as desktop.

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