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Arcade › Juno Games
Click the game above and it runs right here in your browser. No download, no installer, no account needed. beta program67 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Juno Games yet. Play it, then tell beta program67 what you would add next.
Juno Games was built by beta program67 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 Juno Games 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 browser-based 3D game hub titled “JUNO GAMES” with the subtitle “Search It. Play It.” Use Three.js-style real-time 3D rendering and a third-person camera following a simple humanoid avatar. The world is a dark neon lobby/plaza: a nearly black navy sky/background with subtle fog, a broad dark blue floor, a darker central rectangular plaza, strong white/blue directional lighting and a blue rim light, and sharp stylized shadows. Use simple low-poly box and cylinder geometry with saturated cobalt blue, violet/purple, cyan, white, gold, and very dark navy materials. The player avatar is a compact blocky runner standing in the plaza: a cobalt-blue rectangular torso/hoodie, white cylindrical head, small purple visor in front of the face, and two dark rectangular legs. Start the player around the left side of the central lobby. The player should be controllable in third person with movement and jumping, with gravity and a movement speed around 5.6 and jump speed around 8. The camera should follow at about 8 units distance with a perspective view, and the avatar should turn toward its movement direction. Build the visible lobby environment from simple geometry. Include a wide floor and central plaza, multiple parallel blue rails/lanes running into depth, purple rails behind them, alternating blue and purple crowd/display pods along the back with small white cylindrical heads on top, and several tall cobalt-blue rectangular towers in the distance capped with thin cyan tops. The composition should feel like a colorful obstacle-course game hub, with the lane rails and tall pillars prominent in the camera view. Overlay a fixed glassy dark HUD over the 3D scene. At the upper left show a gradient rounded-square “JG” logo, the heading “JUNO GAMES,” and “Search It. Play It.” At upper right show “✦ 0 Flux” (the amount must be a persistent currency value) and a green “● LOCAL PROTOTYPE” status. Centered near the top show a rounded mode label initially reading “LOBBY.” Use translucent navy cards with rounded corners, thin light borders, blur, and blue/purple gradient buttons. On the left, provide a GAME BROWSER card with the text “Featured experiences — jump in from the lobby.” List three rows: “Skyline Sprint” tagged “OBBY · DIFFICULT” with a PLAY button; “Flux Factory” tagged “MINIGAME · SOON” with a VIEW button that only reports that it is coming soon; and “Creator Plaza” tagged “BUILD MODE” with a BUILD button. Below, show a RECENTLY PLAYED card containing “Skyline Sprint · best 00:42” and “Creator Plaza · saved draft.” On the right, show an AVATAR LOADOUT card reading “Juno Runner · cobalt hoodie” with RANDOMIZE and EMOTE buttons, and a FLUX SHOP card explaining that real-money purchases are disabled, with VISOR · 50 and TRAIL · 100 buttons. Randomize should display a toast saying “Loadout randomized: Prism Runner”; Emote should rotate the avatar and display “Emote: spin pose.” Purchases should deduct Flux only if enough currency exists, display “Purchase confirmed — equipped,” and otherwise display “Need more Flux — finish the Obby.” Implement the playable “Skyline Sprint” obstacle course as a mode entered with the PLAY button. Clear any previous obstacle course, change the top mode label to “SKYLINE SPRINT · OBBY,” and place the player at approximately (-7, 0.9, 5). Create a cyan starting pad and a linear sequence of ten floating rectangular platforms leading forward/right toward a gold finish portal. The platforms should alternate blue and purple, have positions approximately (-5,1.2,4), (-3,1.8,3), (-1,2.5,2), (1,3.1,3), (3,2.2,2), (5,1.4,3), (7,2.2,2), (9,3.0,3), (11,2.0,2), and (13,2.8,3), where each tuple is x, y, and platform depth/size; use about 1.8 width and 0.5 height. End the route with a gold rectangular portal around (15,2.5,3), roughly 1.4 wide, 4 high, and 3 deep, with a warm emissive gold appearance. Display a toast when starting: “Reach the gold portal — 100 Flux reward.” The obby rules are simple: the player must jump across the platforms and reach the gold portal. Falling below y=-4 resets the player to the start/checkpoint position and shows “Missed! Back to checkpoint.” Platforms after the midpoint act as checkpoints; when reached, increment a checkpoint count and show “Checkpoint reached.” On reaching the finish, if it has not already been completed, mark the obby complete, award 100 Flux, persist the result, update the HUD, and show “OBBY COMPLETE! +100 Flux.” Keep completion state so the reward is not repeatedly awarded. Include a way to return to the lobby, restoring the player near (-5,0.9,2) and the mode label to “LOBBY.” Implement Creator Plaza as a local build mode entered with BUILD. Exit the obby if necessary, set the mode label to “CREATOR PLAZA,” show a CREATOR MODE card saying “Place blocks, test the route, then publish locally,” and provide ADD BLOCK, ROTATE, DELETE, and TEST controls. ADD BLOCK creates a cyan 2x0.6x2 block in the plaza and selects it, with a “Block placed” toast. ROTATE rotates the selected block by 90 degrees and shows “Block rotated.” DELETE removes the selected block and shows “Block deleted.” TEST shows “Test mode: local build is playable in the plaza.” Do not imply online publishing; this is a local prototype. Add a bottom-center toast notification system with dark navy translucent styling, rounded corners, white bold text, and a short slide/fade animation. Persist Flux, completion, checkpoint, and related state in local browser storage so refreshes retain progress. Keep the overall art direction minimalist low-poly arcade sci-fi: no textures or detailed characters, only clean geometric forms, neon cobalt/purple/cyan accents, dark navy environment, fog, and dramatic shadows. Make the interface responsive: on narrow screens, move the left and right HUD cards toward the bottom in two columns with scrolling as needed.