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Gold Phanto Rush

  • 3d
  • platformer
  • auto-runner
  • arcade
  • mobile
  • endless-runner
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. Jarrett built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Gold Phanto Rush yet. Play it, then tell Jarrett what you would add next.

Make your own game

Gold Phanto Rush was built by Jarrett 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 Gold Phanto Rush 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 Gold Phanto Rush

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 mobile-first, touch-friendly Three.js 3D side-scrolling auto-runner titled “Gold Phanto Rush.” Use an orthographic side camera with a readable platform-game view: the player runs continuously from left to right while the camera smoothly follows, with a dark purple/black forest background and metallic gold gameplay objects. Use chunky, simple geometry, thick readable silhouettes, reflective gold materials, glow, fog, and high-contrast gold-on-plum UI. Render responsively edge-to-edge on phones, with large touch controls and no scrolling.

Start on a full-screen world-select overlay called “Golden Glamour.” At the top, show the HUD pills “GOLD PHANTO RUSH,” “WORLD MAP,” “COINS 0,” and “TIMER --.” Below the title, show the text “Pick a world. World 7 is the first full demo level.” Display nine rounded, gold-bordered world cards in a two-column grid on wider screens and one column on narrow screens: World 1: Midas Meadows — “Gold-leaf plains and easy coin lines.”; World 2: Sub-Space Sands — “Jars lead to bonus vaults.”; World 3: Sparkling Sea — “Hidden Gold Mushrooms in the surf.”; World 4: Giant Gold Jungle — “Huge platforms and giant coins.”; World 5: Cloudy Coin-Top — “Floaty jumps high above the clouds.”; World 6: Magma Mint — “Molten gold pools and hot escapes.”; World 7: Wonder-Phanto Woods — “Golden Wonder Seed starts a Phanto chase.”; World 8: Bowser’s Gilded Castle — “Bullion walls and heavy hazards.”; and World 9: The Star Billion — “Unlocks at 1,000,000 coins.” Make World 7 visually active/highlighted. World 9 is disabled/locked, and every other non-playable card opens a centered “Coming Soon” message explaining that the world is mapped out but the first playable demo is Wonder-Phanto Woods. The message has “Restart” and “World Map” buttons, though Restart is mainly used after a run.

Clicking World 7 enters the playable stage “Wonder-Phanto Woods.” Keep the HUD visible with the world name, a persistent total coin count plus the current stage gain, and a countdown timer. Place a dark gradient sky from purple at the top to nearly black below, deep-plum tree trunks and rounded canopy silhouettes in the distance, drifting translucent gold fog orbs, and a softly fogged atmosphere. Build the stage from shiny gold rectangular platforms: a long opening ground platform, another ground section, then separated elevated platforms and a final ground section. The visible level is approximately 108 world units long, with the goal at x=104. Include gaps that require jumping, elevated coin routes, and a gold goal arch at the far right made from a vertical pole and inverted semicircular arch.

The player is a small chunky humanoid made from a pale cream/gold rectangular body with a simple metallic golden cap or rectangular top; do not require facial detail. Start near x=0 and automatically run right at about 3.7 units/second. Apply gravity and forgiving air control, allow jumping only while grounded, and let a jump reach the elevated platforms. The left large button says “Jump” and queues a jump. The right large button says “Dash”; while held, it adds a speed boost of about 2.3 units/second, helping cross gaps and escape. Put a centered, narrower special button labeled “Seed” between them. Also support Space for jump, X for held dash, and Z for the seed as optional keyboard controls.

Scatter spinning, glowing metallic gold coin cylinders along the stage. Use ordinary coin lines over the opening run and final ground, and higher-value clusters over elevated platforms: regular coins are worth 1, elevated groups can be worth 5 or 10. On collection, hide the coin, add its value both to the current stage gain and persistent session total, and play a short metallic sound. Show the HUD coin value in the form “total +stage.” Add four chunky dark-purple square enemies with tiny warm glowing eyes at roughly x=24, 43, 65, and 81. They pace back and forth and can be defeated by landing on them from above, bouncing the player upward and awarding 5 coins normally. Touching an enemy from the side causes an immediate loss. If the Gold Ring has been collected, enemies turn shiny gold and stomping them awards 20 coins.

Place a rotating glowing gold octahedron Golden Wonder Seed around x=33 and high above the opening route. When the player touches it, or presses the available Seed button, consume it and activate “Wonder Rush”: reset the countdown to 50 seconds, increase running speed to about 5.2 units/second, increase jump strength slightly, reveal a large metallic gold Gold Phanto pursuer behind the player, and begin periodically spawning falling coin rain ahead of the player. Show a brief centered message titled “Wonder Rush!” with text like “Gold Fever is on — beat the Phanto to the goal arch.” Falling rain coins descend from above, can be collected for 1 coin, and disappear if they fall below the stage. During the chase, the Phanto smoothly homes toward a position about 6.5 units behind the player, bobs vertically, and ends the run if it gets within roughly 1.9 units. The timer also ends the run at zero. The player loses by falling below the platforms, touching an enemy without stomping it, or being caught by the Phanto. The player wins by reaching the goal arch before the timer expires or the pursuer catches up.

Place a separate large rotating gold ring around x=58 above the elevated route. On contact, hide the ring, activate the gold-ring state, recolor all remaining enemies to reflective gold, and make their stomp rewards 20 coins. Make the ring visually distinct from the Seed as a torus. Preserve the total coin count for the session while restarting the level resets the stage layout, stage gain, timer, player, seed, ring, enemies, and chase state.

On winning, hide the touch controls and show a dark translucent rounded panel titled “Stage Cleared” with text reporting the coins escaped from Wonder-Phanto Woods, plus “Restart” and “World Map” buttons. On losing, show a similarly styled panel titled “Gold Fever Failed” with guidance such as “Try again — jump clean, dash through gaps, then trigger the Seed.” Restart starts World 7 again; World Map returns to the nine-card selection screen. Use glossy gradients, rounded panels, gold borders, inset highlights, strong text shadows, large buttons, and a small amount of Tone.js-style musical feedback for coin, jump, dash, Seed, win, and lose events. Keep the presentation focused on the actual side-view run and the gold/purple “Golden Glamour” aesthetic.

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