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Mecha Problem

  • 3d
  • platformer
  • arcade
  • speedrunner
  • action
  • boss-fight
  • collectathon
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. Carl Roberts built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Mecha Problem yet. Play it, then tell Carl Roberts what you would add next.

Make your own game

Mecha Problem was built by Carl Roberts 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 Mecha Problem 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 Mecha Problem

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-playable 3D high-speed platformer called “Sonic and The Mecha Problem,” built with Three.js and original/procedural geometry rather than official character models, logos, music, or Unity files. Use a third-person chase camera: the small blue speed mascot is centered near the foreground, runs forward along a long straight track, and the camera follows from behind and slightly above while looking down the route. The player avatar should be an original blue spherical mascot with a tan muzzle, white eyes, three blue rear quills, and red rectangular shoes. Give it a bright, colorful, polished arcade-fan-game presentation with realtime lighting, shadows, fog, emissive effects, spark particles, boost trails, and synth music generated at runtime. Tropical props can include palm-tree and rock GLB assets, while other scenery is procedural.

Build a 21-act campaign: seven zones, each with Act 1, Act 2, and an Act 3 boss. The zones and visual themes are: Emerald Coast (tropical beaches, ocean/cliffs, palms; bright cyan sky and sandy ground), Sunset Canyon (desert canyons and mines; orange/red environment), Crystal Cavern (dark underground lakes/ruins with glowing purple crystals), Sky Fortress (gray flying-fortress/airship setting and storm colors), Frozen Summit (snow, ice caves and frozen mountains with snowy pines), Chaos Reactor (dark ancient technology and green chaos-energy pillars), and Final Eclipse (dark space-station/chaos machinery setting with planetary/eclipsed colors). Generate each act as a forward-running route with three steering lanes/positions, collectible lines, scenery along the sides, enemies, dash panels, springs, and grind rails. Regular acts have a finish distance; Act 3 replaces the normal finish with a boss encounter.

Core controls and movement: WASD or arrow keys steer left/right and accelerate/brake forward/backward; Space jumps and can produce a drop-dash/landing burst when held while descending; Shift consumes a boost meter and increases speed, creating a blue trail; E performs a homing/spin attack on nearby enemies or the boss, otherwise gives an air-dash/trick; Esc pauses. Clamp the player to the route width, use gravity and jumping, and let springs launch the player upward, dash panels raise speed and alter lateral motion, and rails automatically pull the player onto a grind route while increasing speed. Add mobile on-screen buttons for left, right, jump, attack, and boost.

Place gold torus rings throughout routes; collecting them increases the persistent ring count. Place occasional red collectible rings/stars that increment a persistent red-star total and display a hidden-artwork unlock message. Enemy robots should be original low-poly/procedural models with varied types such as crab, drone, turret, laser, shield, heavy, fast, and elite. They should occupy routes, some rotate or move laterally, and turret/laser/elite variants shoot glowing projectiles. Hitting enemies at high speed, in the air, while super, or with E damages them; heavier and elite enemies have multiple hit points and defeated enemies award rings. Colliding with an active threat removes up to 20 rings and reduces speed, or sets the player back if there are no rings, with temporary invulnerability.

For each Act 3, create a large original robotic boss with a metal torso, arms, legs, and a brightly glowing zone-colored weak-point core; some later bosses also have a blue rival-style head. Show a centered boss name and orange health bar in the HUD. Keep the boss ahead of the player, move it laterally, fire colored projectiles in escalating phases, and periodically open/brighten the weak point. The player must use the homing attack or high-speed collision when the glowing weak point is open to reduce boss health. Bosses should have increasing health and phases across the seven zones, with names: Eggman Walker MK-I, Eggman Mining Mech, Mecha Sonic, Eggman Air Fleet, Mecha Sonic Rematch, Eggman + Mecha Sonic, and Final Chaos Mecha.

After each boss defeat, show a story overlay and enter a themed special stage. Special stages are forward-moving neon tunnel/runs named Neon Sky Run, Gravity Shift Core, Cyber Speedway, Crystal Reactor, Cosmic Tunnel, Dimension Collapse, and Chaos Nexus. In each, steer left/right to collect the required number of colored energy orbs while avoiding rotating red distortion cubes; Shift flips the player between low and elevated gravity lanes. Display Energy collected/required and speed. Completing a special stage awards its numbered Chaos Emerald and unlocks related music; failing allows the act to be replayed. Collect all seven emeralds to enable F Super transformation: turn the player gold with emissive energy, provide enhanced speed/attacks, unlimited boost, and invulnerability for the transformation timer. The final campaign completion should show a Good Ending without all emeralds, or a True Ending with all seven, where the reactor collapses and the rival chooses freedom.

The HUD should be a transparent overlay with pill-shaped counters at top left for “Rings,” “Emeralds 0/7,” “Zone 1-1”/current zone-act, and “Speed.” Put a centered objective panel at the top describing the current act, collection/goal instructions, boss weak-point instructions, or special-stage requirement. Show the boss health bar below it during boss acts. Include atmospheric original runtime synth tones and a laser sound effect, with different musical patterns for zones, bosses, special stages, and Super mode.

Create a dark blue/black title screen card with large blue two-line heading “SONIC AND THE MECHA PROBLEM,” subtitle identifying it as a Sonic the Hedgehog fan game, and gold rounded buttons: Start Story, Continue Save, Save Slots, Settings, Controls, Gallery, Music Player, Boss Rush, Time Attack, and Credits. Start Story displays an opening narrative about Eggman uncovering a Chaos-powered machine and rebuilding a metal speed rival; Continue loads local browser save data. Include story transition overlays between zones/acts, a pause screen with Resume, Restart Act, Reset Save, and Credits, and a credits card explaining that the models/music are original or procedural and the palm/rock props and laser sound use CC0 Kenney assets. Persist act progress, rings, emeralds, red stars, bios, unlocked music, time-attack data, and completion state in localStorage.

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