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Arcade › Frog Cross

Frog Cross

  • 3d
  • arcade
  • frogger
  • top-down
  • crossing
  • low-poly
0
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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. Craig Zeng built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Frog Cross yet. Play it, then tell Craig Zeng what you would add next.

Make your own game

Frog Cross was built by Craig Zeng 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 Frog Cross 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 Frog Cross

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 arcade game titled “Frog Cross,” in the style of a simple Frogger-like crossing game viewed from a high, slightly angled top-down perspective. Use a Three.js-style scene with a perspective camera positioned around (0,16,-7), looking toward the crossing area around z=3; keep the camera fixed rather than following the frog. Render full-screen with a black page background, soft shadows, ambient plus warm directional lighting, and light blue distance fog.

The playfield is a straight horizontal strip of nine 2-unit-wide lanes arranged from the player’s starting edge at the bottom toward the goal at the top. Use world z positions -8,-6,-4,-2,0,2,4,6,8 and a width of about 28 units, with the frog starting at x=0,z=-8. The lanes are: z=-8 safe dark green grass; z=-6,-4,-2 three dark gray road lanes; z=0 a dark green safe grassy median; z=2,4,6 three blue river lanes; and z=8 a dark green goal bank. Add narrow bright yellow horizontal road lines across each road lane. Make the river blue with a slightly lighter, semi-transparent water highlight. Add broad dark-green grass borders at the far left and right edges. Place rows of low-poly oak trees just outside both sides of the crossing, around x=±12.5, to frame the scene.

The player is a low-poly animated green frog model, scaled to roughly 0.85, positioned on the starting safe lane and facing forward toward positive z. Use an idle animation normally, a short jump animation during each move, and a death animation when hit. The frog moves one grid step of 2 world units per keyboard press, horizontally or vertically, with a smooth approximately 0.22-second interpolation rather than instant teleportation. Controls: Arrow keys or WASD. Up/W moves toward the goal, Down/S moves backward but never below z=-9, Left/A and Right/D move sideways, constrained to x=-10 through x=10. Ignore new movement input while a jump is in progress.

Populate each road lane with four low-poly trucks/cars, using a stylized Kenney car/truck-kit look with visible wheels and green/teal bodywork. Road traffic continuously moves horizontally: the z=-6 lane travels right at speed 4.2, z=-4 travels left at 5.5, and z=-2 travels right at 3.8. Maintain roughly 5.5, 6.5, and 5-unit spacing respectively; when a vehicle leaves the x range near ±14, remove it and respawn it at the opposite side. A frog landing or standing on a road is fatal if a vehicle is within about 1.9 x-units and 1.1 z-units.

Populate each river lane with four brown low-poly floating logs. Logs move horizontally and recycle at the edges in the same way: z=2 travels right at 2.2, z=4 travels left at 2.8, and z=6 travels right at 1.9, with approximately 5.5, 6, and 5-unit spacing. Scale the log models large enough to serve as platforms (around 2.8 model scale). The frog must land on a log in river lanes; if no log overlaps the frog within about 1.9 x-units, it dies as if falling in water. While the frog is standing on a log, make it ride along with that log horizontally by matching its x position to the overlapping log. Do not add extra enemies, collectibles, weapons, power-ups, or alternate routes.

The objective is to reach the goal bank at z=8 safely. Each forward/up movement awards 8 points immediately. A successful landing beyond z=-6 awards 15 points, and reaching the goal awards an additional 120 points. After showing “You made it! +120” briefly, reset the frog to the starting lane so the player can cross again while retaining score and lives. Collisions reduce the three starting lives by one, briefly play the frog death animation and tint the frog red, then reset it to x=0,z=-8 if lives remain. When lives reach zero, stop gameplay and display a centered dark translucent message: “Game Over! Press R to restart”. Press R to reset the game to 3 lives and score 0, clear/recreate the vehicles and logs, and place the frog back at the start.

Add a minimal HUD overlay in the upper-left: white text with a dark text shadow reading “Lives: 3   Score: 0” (values update during play). Add centered overlay messaging for win/game-over states with white text, large font, dark translucent background, padding, and rounded corners. Along the bottom center, show the instruction text “Arrow keys or WASD to move • Reach the top safely” in small light gray text with a shadow. Keep the overall look sparse and readable: black empty sky/background above the board, blocky low-poly models, dark green grass, blue water, gray road, brown logs, and visible soft object shadows.

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