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Arcade › FX_BRIDGE_MECHANIC_TEST
Isolated test of hold-to-grow, release-to-drop bridge length and landing.
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FX_BRIDGE_MECHANIC_TEST was built by Amit 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 FX_BRIDGE_MECHANIC_TEST 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 single-screen 3D arcade timing game titled “ONE MORE STEP.” Show a side-on, slightly elevated perspective across a misty canyon in a stylized low-poly/PBR presentation. The fixed gameplay scene has a broad grassy, textured rock cliff platform on the left from x=-4.6 to 0 and a second narrower grassy rock platform on the right from x=3.2 to 5.6, both with deep irregular stone sides, grass caps, small grass tufts, and yellow marker posts at the near and far edges of the destination. Place a small animated humanoid player at the left platform’s edge. Use a bright blue-to-pale sky gradient, soft fog/mist layers, distant layered mountain ridges, white puffy clouds, a muted canyon floor and blue river far below, plus sparse distant pine trees and mesa/cliff dressing. Use soft sunlight, shadows, and a clean polished casual-game look; the bridge should be a narrow warm wood plank with darker brown side trim and a small thickness, initially standing upright at the left edge and pivoting down toward the destination platform. Core mechanic: the player must create a bridge of exactly the right length. At the start, the bridge is upright and has an initial length of 0.45 world units. Press and hold anywhere on the screen (mouse or touch) to enter GROWING: while held, continuously extend the vertical bridge at 2.5 world units per second, with subtle growth click sounds and small golden puffs at its tip. Release to enter DROPPING: play a drop sound and rotate the bridge forward/down around its left anchor until it lies horizontally across the gap. The bridge’s final length is judged against the destination landing zone: lengths below 3.2 are “FAIL: TOO SHORT,” lengths above 5.6 are “FAIL: TOO LONG,” and lengths from 3.2 through 5.6 inclusive are successful. Mark the valid destination interval visually with two slim yellow posts. After the bridge lands, automatically make the humanoid walk forward at 3.2 units per second. On a successful bridge, keep the character supported across the bridge and onto the right platform, stop around x=4.0, show a success confirmation and golden celebratory particles, increment the score by one, and then offer/reset for another attempt after a short delay. On a short or long bridge, let the character walk until it has no support, then fall into the canyon with gravity, a little horizontal deceleration, a tumbling lean, pale impact/failure particles and an error sound; for a short bridge, let the fallen bridge swing downward. Reset the score to 0 after failure. Show a RETRY button during the completed outcome/fall state, while also automatically resetting after roughly 1.5 seconds if no retry is pressed. Add a very subtle camera shake when the bridge lands. Support the precision mobile interaction shown by the tutorial: while the first finger is held and the bridge is growing, a second touch can be added to enter PRECISION mode. In two-finger mode, changing the distance between the fingers changes the bridge length by the distance delta in world units: spreading lengthens it and pinching shortens it, clamped between the initial 0.45 and a maximum of 8 units. Releasing all fingers drops the bridge. Mouse uses simple hold-to-grow/release-to-drop. Prevent browser scrolling, selection, context menus, and touch gestures so the game fills the viewport. HUD should be HTML/CSS over the canvas: upper-left title “ONE MORE STEP” in dark navy spaced uppercase lettering; upper-right “SCORE” label and a large numeric score starting at 0; centered instruction “HOLD TO GROW • RELEASE TO DROP”; and a centered status line that changes to GROWING, PRECISION, DROPPING, SUCCESS, FAIL: TOO SHORT, or FAIL: TOO LONG. At the beginning show a rounded translucent white coach card explaining “HOLD to grow • 2 fingers: spread = longer, pinch = shorter • release to drop,” with two animated orange finger dots and outward arrows; fade it away after interaction or several seconds. Put a dark navy pill-shaped RETRY button at the bottom center when applicable. Include responsive camera framing for portrait and landscape, with a mild camera follow during crossing/falling but preserve the clear side view of the platforms and gap. Add ambient gentle synthesized music/wind and short wood/interface success/failure sounds, unlocked by the first interaction.