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Arcade › Maker Hills
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kayden Goodfellow built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Maker Hills yet. Play it, then tell Kayden Goodfellow what you would add next.
Maker Hills was built by Kayden Goodfellow 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 Maker Hills 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 playable browser-based 3D level-building game titled “Maker Hills,” presented as a chunky toy-like Mario-inspired sandbox made with Three.js. Use a perspective camera, soft shadows, exponential fog, and a large square grassy platform/ground with a visible translucent grid. In Make mode, use a high isometric/editor camera looking down from approximately (14,22,18) toward the origin; show a translucent glowing 2×2×2 build cursor on the selected grid cell. The world uses a 2-unit grid, with build coordinates limited to x/z from -8 to 8 and layers y 0 through 6. Seed the initial course with the visible starter arrangement: solid blocks at x=-2..2,y=0,z=3; solid blocks at x=3..5,y=1,z=1; a bounce block at (1,1,-1); coins at (3,2,-2), (5,2,-4), and (8,3,-8); a solid at (6,1,-5); a bounce block at (7,2,-6); and a style goal at (6,3,-7). Also include a default green finish flag on a pole at world position (12,0,-12), used when no style goal has been placed. The core loop is: start in Make mode, place/remove items on the 3D grid, switch visual/gameplay styles, enter Test mode to run the course, and after clearing it once in Test mode unlock Play mode. Any subsequent build placement or removal returns the course state to Draft and locks Play again. Make/Test/Play buttons and a Reset button are visible in the HUD. Tab toggles Make and Test. Play must refuse to activate until the course has been cleared in Test mode, with a toast explaining the requirement. In Test and Play, follow the player with a third-person camera positioned behind and above the capsule avatar, looking at the player. Make mode controls: mouse movement aims the build cursor by raycasting onto the selected horizontal layer; left click places the selected item if the cell is empty, right click removes the highlighted item; Q/E lower or raise the layer, clamped from 0 to 6; Z selects Solid, X selects Bounce, C selects Coin, and V selects the current style’s goal. Do not allow duplicate occupancy. Solid blocks are collision platforms. Bounce blocks are collision platforms that automatically launch the player upward at 1.25× the current style jump strength on landing. Coins are floating collectible blocks: make them rotate and bob, and on contact remove them, increment the Coins HUD counter, and show a brief toast. Goal items float, rotate, and bob; touching one removes it and clears the course. If no style goal exists, touching the default flag clears the course instead. In Test and Play, control the capsule player with WASD or arrow keys to move in world x/z, Space to jump when grounded, and Shift to sprint at 1.35× movement speed. Apply gravity, axis-separated AABB collision against the ground and solid/bounce blocks, and reset the player to the spawn point (0,3,10) if they fall below y=-10. R resets the player at any time. Use a simple capsule-shaped avatar with a circular shadow beneath it. The player should have style-specific speed and jump tuning: Super Mario 64 speed 8.5/jump 10.8; Sunshine 9.2/11.2; 3D World 9.8/11.6; Odyssey 10.4/12.4; Galaxy 2 9.6/13.1. The default finish flag is a white pole with a green rectangular flag, and it gently sways. Provide five selectable styles through buttons and number keys 1–5: Super Mario 64, Super Mario Sunshine, Super Mario 3D World, Super Mario Odyssey, and Super Mario Galaxy 2. Switching style immediately changes the sky, fog, ground/block colors, player accent, movement tuning, goal name/appearance, and related flag color. Use these exact palettes and goal names: (1) Super Mario 64: sky #8fc2ff, fog #9ec8ff, ground #49a35c, solid #c97f4b, bounce #e84d5b, coin #ffd54a, player accent #e53e3e, goal “Power Star”; (2) Super Mario Sunshine: sky #6fe0ff, fog #89ecff, ground #4dbb7a, solid #e8c06a, bounce #ff7f4d, coin #ffef77, player accent #1e88e5, goal “Shine Sprite”; (3) Super Mario 3D World: sky #7da0ff, fog #9ea9ff, ground #61b15a, solid #f4b261, bounce #ef476f, coin #ffe066, player accent #ffa62b, goal “Cat Shine”; (4) Super Mario Odyssey: sky #c2d9ff, fog #d7e4ff, ground #5dbb63, solid #b08968, bounce #d7263d, coin #f7d154, player accent white, goal “Power Moon”; (5) Super Mario Galaxy 2: sky #0e1838, fog #16244f, ground #3d5f8d, solid #6f78b8, bounce #ff5ea8, coin #ffdf6b, player accent #8ce7ff, goal “Power Star.” Galaxy 2 also enables a field of roughly 180 small white star-like particles in the background, uses deeper space-blue atmosphere, and slightly reduces grid opacity. For goal meshes, make stars/most goals faceted glowing icosahedrons with a halo, make the Sunshine goal add a ring, make the 3D World Cat Shine a glowing sphere with two small ear cones, and make the Odyssey Power Moon a curved glowing torus-like crescent with a small tip. Goals should use style-specific bright core/secondary colors and float above their grid cells. The 3D World Cat Shine is the primary alternative objective and should clear with “Cat Shine clear!” when using the default flag. Build an on-screen glassy dark translucent HUD over the game. At top/left show the title “Maker Hills” and subtitle “3D Mario-style builder prototype.” Show live fields for Mode, Style, Tool, Layer, Coins, Course, Goal, and Status. Course status must be Draft initially, Tested after a successful Test clear, and Playable once Test has cleared; after editing return to Draft. Status text should communicate “Build your course,” “Collect the [goal],” “Reach the goal flag to clear the test,” “Test cleared — Play is unlocked,” “Playable run — collect the [goal],” or equivalent clear messaging. Include grouped buttons for Make/Test/Play/Reset/Touch UI, the five styles, and Solid/Bounce/Coin/current goal. Visually dim the locked Play button. Show a centered “+” crosshair only in Test/Play. Show temporary bottom-center toast messages for mode switches, style changes, collectibles, bounces, resets, and clears. Include Help and HUD compact/show controls; on narrow screens allow the HUD to collapse to a minimal layout. Support touch/mobile interaction with an optional Touch UI toggle. On touch, show a bottom-left circular virtual touch pad/stick for movement or for stepping the build cursor across the grid in Make mode. In Test/Play show Jump and Run hold buttons; in Make show Place, Remove, Layer -, and Layer + buttons. Style, mode, reset, and tool selection remain available as large HUD buttons. Match the visual style in the reference: clean low-poly geometry, bold colorful blocks, blue daytime sky for normal styles, dark blue starry Galaxy atmosphere, simple white sans-serif HUD text, rounded translucent dark panels, and no enemies, moving platforms, saving/loading, online sharing, or gravity-planetoid mechanics.