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Downhill Fracture

  • 3d
  • arcade
  • endless
  • dodging
  • downhill
  • skateboard
  • 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. mini game1 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Downhill Fracture was built by mini game1 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 Downhill Fracture 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 Downhill Fracture

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 third-person 3D downhill skateboard dodging game titled “Downhill Fracture.” Use a low-poly/stylized Three.js-like presentation with a large dark-green rolling hillside, a dark charcoal road strip about 13 units wide running straight downhill through the center, and a black/dark sky with atmospheric green-gray fog fading in the distance. The camera is behind and slightly above the player, following from the uphill rear while looking far downhill along the road; keep the skater near the bottom-center of the screen and show the road and upcoming hazards clearly.

The player is a simple low-poly human skater riding a skateboard: blue cylindrical torso, tan spherical head, blue stick-like arms angled outward, dark legs, and a small skateboard beneath them. Start centered on the road near the top of the run with forward velocity. The course is effectively endless: generate terrain across a very long downhill strip, and continuously spawn chunks ahead as the player moves forward, removing scenery far behind. Make the terrain height vary with gentle sinusoidal bumps so the road and ground visibly undulate while descending. Place stylized low-poly pine trees, rounded bushes, and rocks mostly along both sides of the road, outside the driving lane. Use soft shadows, a warm directional sun, cool ambient/hemisphere light, and fog; the visible style should remain sparse, dark, and low-poly rather than photorealistic.

The core mechanic is automatic downhill movement and horizontal steering. Each frame, accelerate the player downhill; allow A/D or Left/Right arrows to steer left and right, with horizontal friction and a reasonable x boundary around the road/terrain. S or Down Arrow applies braking by strongly reducing forward velocity. Clamp normal speed to a minimum of 4 and maximum of 46 world units/second (display the converted value as km/h). The skater should lean subtly according to horizontal movement. Keep the avatar snapped to the terrain surface as it travels.

Generate roughly one or two hazards per course chunk in the road: mostly low-poly parked/slow trucks or cars, with some irregular rocks. Randomize their x position within the road and slight rotation. The player collides with a hazard when close in the horizontal plane and moving faster than 4; cars have a larger collision radius and do more damage than rocks. On impact, reduce health based on speed, substantially slow forward and lateral motion, remove the hit obstacle, and briefly show a translucent red full-screen damage flash. A sufficiently hard hit temporarily puts the player into a “broken” state for a few seconds: reduce steering effectiveness and speed over time. Health begins at 100 and reaches zero after enough collisions. At zero, stop the run and show a centered dark overlay reading “BONES BROKEN,” a sentence such as “You made it X meters before breaking bones,” and a prominent “RESTART RUN” button. Space or Enter should also restart after game over, resetting health, position, speed, broken state, and the generated world.

Implement the HUD as fixed white text in the upper-left. Show the label “HEALTH,” then a white-outlined horizontal bar about 220 by 18 pixels with a red fill that shrinks with health; change the fill toward orange when health is low. Below it show “SPEED [number] km/h” and “DISTANCE [number] m,” with the numeric values bold and larger. At the bottom center, show a small rounded translucent-black instruction panel with the text “A / D or ← → to steer • S to brake • Avoid cars & obstacles.” Maintain the clean HUD over the 3D view with no crosshair or inventory.

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