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Arcade › Number Bus
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Number Bus was built by Majid 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 Number Bus 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.
Rebuild a playable Three.js-style 3D preschool learning game titled “Number Bus.” Use a bright toy-like low-poly scene viewed from a fixed elevated perspective camera looking toward a grassy playground and a simple dark-gray road. The sky/background is light blue with gentle distance fog. Place green grass across the ground, a broad road crossing the scene, and pale cream road stripes. Add simple repeating decorations along the far sides: small brown cylindrical trunks with green cone-shaped tree crowns. Create exactly eleven colorful toy buses, numbered 0 through 10, with one bus for every integer. Arrange them in two staggered rows across the road/playground area: x spacing about 4.7 units, with bus n at x=(n-5)*4.7; even numbers at z=-2.9 and odd numbers at z=2.9. Alternate their facing direction by rotating odd-numbered buses 180 degrees. Each bus should be a chunky toy vehicle made from simple boxes: a large rectangular lower body, a slightly smaller raised roof/top, pale cyan windows, a small front window, four dark chunky wheels, and a light cream front bumper. Give each bus a distinct vivid color across a rainbow palette. The buses should have soft shadows and gently bob up and down and drift very slightly side-to-side during the animation. The essential visual feature is a standalone colored 3D number mesh attached directly to each bus, not a sign, label, or number inside a separate shape. Use bold extruded/beveled 3D numerals 0 through 10, with single digits larger than the two-digit 10, and place one visible on the side and one on the front of each bus so the number can be read from the fixed camera. Color the number meshes with a vivid palette (red/orange/yellow/green/cyan/blue/purple/pink variations), and make them cast shadows. The scene should look like colorful simple 3D toy models with bright preschool/early-learning styling. Gameplay is a find-the-matching-number interaction. The HUD always shows a target in a rounded translucent white panel at the top left reading “Find bus: [number]” and a score panel at the top right reading “Score: [number].” At startup, after the number font is ready, choose a random target from 0 through 10. Also show a temporary centered message near the top such as “Find the 6 bus!”; the message fades away after a short delay. Add a large rounded yellow button near the bottom center labeled “New target,” with a darker gold pressed shadow. Add a bottom hint reading “Click or tap a colorful number bus from 0 to 10.” Use dark navy bold rounded typography, responsive sizing, and ensure the HUD overlays the full-screen canvas without blocking bus clicks except for the button. Allow mouse clicks and touch/pointer taps on any part of a bus, using raycasting/picking through the bus’s child meshes to identify its parent bus and number. When the player selects the bus whose number equals the target, award 10 points plus 2 additional points for each existing consecutive-correct streak, increment the streak, show a short success message like “Yes! That was 6.”, briefly highlight the selected bus’s attached number meshes with a green emissive glow, then immediately choose a new target different from the previous one. When the player selects a wrong bus, subtract 3 points but never allow the score below zero, reset the streak to zero, show a message like “That is 4. Try 6!”, and briefly highlight that bus’s number meshes with a red emissive glow; do not advance the target. Keep score and target HUD values updated. The “New target” button should roll a new random target from 0–10, preferably different from the current target, and display the corresponding find message; it does not award points or reset the score. Preserve the simple responsive full-screen mouse/touch controls and animated 3D scene.