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Arcade › Pista dos Marcos
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Pista dos Marcos was built by talitafalk05-boop with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
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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 portrait-friendly, full-screen third-person 3D obstacle-course game titled “PISTA DOS MARCOS,” with all player-facing text in Brazilian Portuguese. Use Three.js-style low-poly visuals, soft shadows, and a bright pale-blue sky background with matching distant fog. The camera is a smooth-follow perspective camera behind and slightly above a small blue capsule-shaped player character, looking forward down a straight course; keep the player centered in the lower-middle of the view while the course extends toward negative Z. Build a straight 42-unit-long course, 8 units wide. The base is a green rectangular floor with a narrower beige/tan playable lane centered on it. The player is a blue low-poly capsule, standing on the lane. Limit horizontal movement to approximately -2.45 to +2.45 so the character stays within the lane. The character can move forward/backward and strafe left/right, and can jump with simple vertical physics and gravity; movement speed is about 4.7 and jump velocity about 6.3. Apply a small visual lean/tilt to the capsule while moving. Populate the course with the visible obstacle layout: alternating low-poly brown rock props on the left and right at roughly z=-6, -9, -16, -20, -29, and -33; four brown rectangular low bars/blocks centered at z=-4, -13, -22, and -31, with heights around 0.65, 0.8, 0.95, and 0.7; two large fence-gate props at z=-18, one on each side of the lane; and two raised grass platform props at z=-27, one near each side. Add a black-and-white striped finish marking across the lane around z=-39.5. Obstacles should cast and receive shadows. If the player intersects a block or rock while not high enough to clear it, reset the player immediately to the starting position at x=0,z=0 and cancel vertical motion, rather than displaying a life counter. Place three bright checkpoint gates across the lane, each made from two thin vertical posts and a horizontal top bar: checkpoint 1 around z=-12 in turquoise/green, checkpoint 2 around z=-25 in yellow, and the finish gate around z=-38 in pink/red. The first two gates increment the progress counter when crossed; the finish is reached at approximately z=-39.2 after both checkpoints. The player starts in an unstarted state at the beginning of the course. Overlay a translucent dark green HUD panel at the upper-left with the title “PISTA DOS MARCOS” and a status line exactly in the spirit of “Checkpoint: 0/2 Tempo: 0.0s”; update the checkpoint count from 0/2 to 2/2 and count elapsed time in seconds once play begins. On the initial screen, dim the entire game with a translucent overlay and show a large centered title “PISTA DOS MARCOS,” the instruction “Toque para começar,” and the subtitle “Desvie dos obstáculos, passe pelos 2 checkpoints e cruze a chegada.” A tap/click anywhere starts the run. For touch devices, draw a translucent circular virtual joystick at the lower-left and an orange circular button labeled “PULAR” at the lower-right. Dragging the joystick controls movement and pressing the jump button makes the capsule jump. Also support keyboard controls: WASD or arrow keys for movement and Space for jumping. When the finish is crossed, freeze gameplay and show a dark translucent finish overlay with “CHEGADA!”, “Tempo final: X.Xs,” and “Toque para correr de novo”; tapping/jump input starts a fresh run from the beginning. Keep the overall presentation minimal and stylized: simple geometric low-poly assets, dark green/brown course elements, cream HUD typography, turquoise/yellow/red checkpoint colors, and no extra enemies, weapons, collectibles, lives, or score systems.