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Arcade › Mia's Coin Quest
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Create a third-person 3D arcade collect-a-thon titled "Mia's Coin Quest." The player controls Mia, using the provided rigged character model asset `assets/Rig_model_mia.glb`; normalize her to roughly 1.7 world units tall, place her at the center of the level, enable cast/receive shadows, and use the model's available idle, walk, run, and jump/fall animation clips with smooth crossfades. Mia is a stylized cartoon girl in a bright red outfit/helmet-like hair design, with glasses and expressive proportions, matching the supplied character visual. Build a small circular island arena: a broad low cylinder about 28 units in radius with a bright green rim/upper layer and a brown dirt-colored top surface, surrounded by a large flat blue water plane below the island. The scene should have a clear pastel light-blue sky/background, mild distance fog, warm directional sunlight, soft shadows, and ambient hemispheric lighting. Scatter approximately 14 low-poly evergreen/pine trees around the outer portions of the island (roughly 13–26 units from center); trees are decoration only and do not collide with the player. Keep the open brown play area clearly readable from the camera. Place exactly 12 gold coin collectibles around the island. Distribute them in a loose ring/randomized arrangement at radial distances approximately 6–23 units from the center, with slight random angular variation and varied starting heights around 0.8–1.3 units. Coins should visibly rotate continuously and bob gently up and down. They should be collected when Mia comes within a small horizontal radius of about 0.62 units; on pickup, remove the coin, increment the counter, and play a short bright two-note coin sound. Do not add enemies, combat, weapons, power-ups, or other objectives. Use a smooth third-person follow camera, initially positioned behind and above Mia (the screenshot shows Mia in the lower foreground and the open island ahead), with perspective projection around 60 degrees. Support keyboard/game controls: WASD or arrow keys to move, Shift to run faster, Space to jump, and dragging to look/rotate the camera. On mobile, provide an on-screen virtual movement stick and touch drag look behavior. Movement should have gravity and jumping, keep Mia constrained/colliding with the island while she is on it, and allow falling off the island; if her vertical position drops below the fall threshold, immediately lose. Mia should turn smoothly to face her travel direction and switch between idle, walk, run, and jump/fall animations according to movement state. The only game goal is to collect all 12 coins before the 60-second countdown reaches zero. Start with score 0 and timer 60. Show a fixed HUD over the game: at the top-left, a translucent dark rounded badge with a coin icon and `0/12` (updating as coins are collected); at the top-right, a matching badge with a stopwatch icon and remaining whole seconds such as `60s`; at the bottom center, a small instruction line reading `Move: WASD / Arrows · Run: Shift · Jump: Space · Look: drag · Mobile: on-screen stick`. Use white bold text with subtle shadowing. When all 12 coins are collected, stop active gameplay and show a centered dark translucent blurred overlay with the yellow title `You Win! 🏆`, a message such as `Collected all 12 coins with Ns to spare.`, and a gold rounded `Play again` button. Play a short ascending victory melody. If time reaches zero, show a similar overlay with red/pink `Game Over` and `Time’s up!`; if Mia falls off the island, show `Game Over` and `You fell off the island!`; play a low descending lose sound. The Play again button must reset the score to 0, timer to 60, respawn Mia at the center, and recreate all 12 coins in new randomized positions. Keep the visual style colorful, low-poly/cartoon-like, uncluttered, and faithful to the supplied screenshot: large brown circular terrain, sparse pine trees at the horizon, blue sky, visible character shadow, and collectible gold coins.