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Click the game above and it runs right here in your browser. No download, no installer, no account needed. NolanLandon Lyons built it with Cinevva, so it works on a phone or a tablet too.
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Mine Tracks was built by NolanLandon Lyons 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 Mine Tracks 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 third-person 3D survival-horror exploration game titled “Mine Tracks,” set in a large, dark open cavern mine. The player controls Clyde, a stylized cartoon young mine worker, and must rebuild a broken rail line from the starting area to a glowing exit gate at the far end of the cavern while surviving The Caboose, a hostile train-car monster. Use an over-the-shoulder/third-person camera following Clyde in a dim cavern. The environment should have a broad rocky mine floor, distant cave walls/ceiling, warm brown-orange fog, strong darkness outside the player’s light, warm lantern pools, and a bright cream/yellow headlamp mounted on Clyde’s helmet. Scatter mine rocks, a broken mine cart near the start, and several glowing lanterns along the route. The mine floor should use a procedural mottled rock texture and realistic-looking rough rock materials. Place the exit gate at the end of the linear winding route, around z=-49 in the world, with two posts, a top beam, and a large warm glowing opening. Clyde begins near the start of the rail route with 100 health and 7 scrap. He is a custom visible mesh character rather than a visible worker-model skin: rounded peach face, large teal eyes with highlights, ears, soft nose and smile, swooping blond bangs, cream railroad mine helmet with a black side band, front bill, label patch, brown-rimmed round headlamp, aqua/turquoise shirt, and oversized blue jeans with dark waistband, pockets, cuffs, and gold stitching. Include a pickaxe visibly held by the character. Provide an on-screen Clothes button and wardrobe panel with these selectable options: Aqua tee, blue speed tee with an original blue critter-like graphic, black “I AM CLYDE” graphic tee, black leather jacket, blue critter cap with tan ears/white eye patch, Mine helmet, and Random. Selecting clothing immediately changes the visible outfit and gives a small center-screen confirmation hint; the blue critter cap replaces/hides the mine helmet. The core objective is to collect scrap piles and use scrap to construct the next missing rail segment. Lay a winding track path from the starting area through the cavern toward the exit, with four starting track pieces already present and roughly 24 remaining pieces to build. Rail pieces should appear at fixed glowing/expected marker positions, following the route’s changing direction. Clyde must be close to the next marker and have scrap available to build; building consumes scrap. Scatter small piles of three brown/orange metal-and-wood scrap pieces around the cavern, with some piles worth more than one scrap. The player wins after completing the rail path and reaching the glowing exit gate. Movement is controlled with WASD or arrow keys. Hold Shift to run. Press Space to jump, allowing Clyde to clear the smaller cliff gaps. Press E to build the next track segment. Click or press F to swing the pickaxe. The pickaxe attack should push back and damage The Caboose when it is close enough. On touch devices, show a translucent circular joystick at bottom-left and BUILD, RUN, JUMP, and HIT buttons stacked on the bottom-right. Include a central crosshair and contextual center-screen hints such as getting closer to the glowing rail marker, needing scrap, or other state feedback. Add cliff-drop hazards around sections of the route: black circular pits with crumbling brown rims and jagged warning rocks. Touching a drop knocks Clyde backward and damages him; jumping can cross smaller gaps when timed correctly. Include several hazards branching beside the rail line rather than making the entire route impassable. The Caboose should be a dark red train-car creature that is initially hidden. Build it from a red boxy caboose/train-car body with a black front face plate, four blood-red glowing eyes, a wide glowing mouth with many jagged cream teeth, bone horns, black roof spikes, a front cowcatcher, and eight long hooked spider-like legs with knees, claws, and bone barbs. It emerges on a timed hunt every 120 seconds, remains active for about 55 seconds, stalks/chases Clyde through the cavern, attacks at close range, and can be damaged and repelled by pickaxe swings. Make its movement visibly threatening, with the legs animating as it moves. It should be invisible while hidden and visible during its hunt. Add procedural horror audio: footsteps, lantern/mine ambience, a heavy bell, distorted screeches during the hunt or attacks, and a pulsing chase rhythm whose intensity increases as it closes in. When The Caboose catches Clyde, trigger a full-screen cocoon jump scare: dark red/black radial lighting, rapidly moving pale silk-like diagonal strands, flashing red eyes, the text “THE CABOOSE HAS YOU,” and “DON’T MOVE.” Show a mash-to-escape prompt with the instruction “MASH CLICK / SPACE / HIT TO RIP FREE” and a progress bar. Repeated click, Space, or HIT input fills the bar; progress decays over time. Successful escape returns to gameplay, while failure damages/ends the run. Use a loud bell, scream, noise burst, and low distorted tones for the scare. HUD styling should match a warm, grimy mine-horror interface: translucent nearly-black rounded panels with thin amber borders and subtle orange glow. Top-left show the Creepster-style title “Mine Tracks” and subtitle “Clyde vs. The Caboose.” Top-right show live values for Health, Scrap, Track (built/remaining progress), and Caboose status or health. Bottom-left show the objective: “Find scrap, build rails back to the glowing exit, and keep The Caboose away.” Put the crosshair at screen center and temporary interaction hints beneath/near it. Use orange-gold buttons with dark red shadows. Begin with a full-screen start card over the dark mine background. It should show the title “Mine Tracks,” the story text: “Clyde woke up alone under Black Lantern Mine. The old rail line is broken, and something in the tunnels learned his name,” the control explanation for movement, running, jumping, building, and pickaxe attacks, and an “Enter the Mine” button. After health reaches zero or the player otherwise fails, show a game-over card with a restart button; after reaching the exit, show a victory card with wording such as “Clyde Escaped.” Use a cinematic warm orange/black palette, realistic rough mine lighting, readable HUD, and a blend of approachable cartoon character design with genuinely ominous train-monster horror.