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Arcade › Moonwalk

Moonwalk

  • 3d
  • exploration
  • space
  • moon
  • third-person
  • collectathon
  • sci-fi
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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. Adena Gessesse built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Moonwalk yet. Play it, then tell Adena Gessesse what you would add next.

Make your own game

Moonwalk was built by Adena Gessesse 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 Moonwalk 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 Moonwalk

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 third-person exploration game titled “Raymond Curtis // Moonwalk.” Use Three.js or an equivalent WebGL engine. The scene is a dark, stylized lunar surface under a deep navy-black sky: a large flat gray circular moon ground with a subtle translucent dust ring, light fog, cool blue-white hemisphere/sun lighting, and soft shadows. Place the third-person camera behind and slightly above the player, with a perspective view and drag-to-look camera control.

The player is Raymond Curtis, represented by a Kenney-style low-poly astronaut model. Start the player near the center/front of the lunar area at approximately (0, 0, 4). Support WASD and arrow-key movement, Space to jump, mouse/touch drag to look, and a mobile virtual joystick. Movement speed should feel like a light lunar exploration game, with jumping and gravity. Include a rover and scattered small lunar rocks as environmental props, plus a rocket assembly parked near the rover (rocket base, top, and fins), initially hidden until a flight begins.

The core mission is to recover five glowing lunar beacons. Place five small rotating golden-orange emissive octahedron beacons around the moon surface at positions corresponding to approximately (-5,0,-4), (4,0,2), (7,0,-4), (-6,0,6), and (1,0,0). They hover around y=0.45, rotate continuously, and bob subtly. The beacons are initially visible, but collection is disabled until the player clicks the Start mission button. After the mission starts, moving within roughly 0.8 units of a beacon hides it and increments the recovered count. There are no enemies or combat. When all five are collected, change the mission text to “All beacons recovered — mission complete!”.

Build a fixed glassy sci-fi HUD over the game. At the upper left, show a dark translucent rounded panel with a blue border, the title “RAYMOND CURTIS // MOONWALK,” and “Recover lunar beacons: 0/5” with the count updating. At the upper right, show a blue rounded “Start mission” button; after activation it reads “Mission active” and is disabled. Along the bottom center, show the instruction text “WASD / arrows to move · Space to jump · drag to look · mobile joystick supported.” At the lower right, show a “ROCKET NAVCOM // OFFLINE FLIGHT” panel with four destination buttons in a two-column grid: Asteria, Vulcan, Nyx, and Elysium. Beneath them show flight status text beginning with “Select a destination. Flights keep progressing while you're offline.”

Clicking a destination starts a long-duration rocket flight. Hide the astronaut and all five beacons, show the rocket, and show all four colored destination planets in the distant sky/scene. The destination data is: Asteria, blue, size about 1.8, flight duration 1 hour; Vulcan, orange-red, size about 2.4, duration 2 hours; Nyx, purple, size about 1.5, duration 4 hours; Elysium, green, size about 3.1, duration 8 hours. Place them far away at different elevated positions. During flight, animate the rocket gently bobbing and traveling forward through the scene, and move the camera to frame it. The status should say “En route to [destination] · [duration/remaining time] · offline-safe” and count down using real wall-clock time. Persist destination, start timestamp, and duration in local storage so closing/reopening the page preserves flight progress. If the timer reaches zero, end the flight, clear the saved flight, show the astronaut again at the origin, hide the rocket, change the scene background to the selected planet’s color, and display “Arrived at [destination]. Explore the new world.” Do not add combat, inventory, extra missions, or mechanics not described here.

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