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Arcade › Pulse Cube
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Remix Pulse Cube 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 browser-playable Three.js 3D auto-runner titled “Pulse Cube.” Use a side-on, slightly elevated perspective camera looking down a long lane, with the player centered toward the left and the course extending into the distance/right. The scene should have a dark navy background with light fog, a wide deep-blue rectangular runway, bright cyan glowing edge rails along both sides, alternating subtle blue grid strips on the floor, and scattered tall dark-blue block-like scenery beyond the lane. Use strong neon/emissive contrast and soft shadows. The player is a chunky glowing yellow-orange cube about 1.25 units wide, with a smaller cyan glowing core/cube on its front-facing side and a soft dark circular shadow beneath it. The cube automatically runs forward along the X axis at a constant speed; the player does not steer. Apply lightweight platform physics: gravity, a single jump impulse, and landing back on the lane. While airborne, rotate the cube continuously so it visibly tumbles. The only gameplay action is timing jumps: Space, W, Arrow Up, mouse click, or touch makes the cube jump, but only when grounded. Do not allow double-jumping. Build a fixed handcrafted obstacle course approximately 254 units long. Place hazards on the center of the lane, with generous gaps between groups, including: single spikes around x=12, 19, 54, 104, and 183; double-spike groups around x=29, 92, 156, and 224; triple-spike groups around x=64, 129, 196, and 240; solid purple block towers around x=42 (height about 2.2), 78 (about 3.1), 116 (about 1.8), 170 (about 3.4), and 210 (about 2.6); and a double-block group around x=142 with two adjacent blocks of different heights, about 2.4 and 3.2. Spikes should be bright pink/red glowing four-sided cones, arranged across the lane for multi-spike groups. Blocks should be chunky purple glowing rectangular towers. Collision should use the cube’s approximate bounding box against each spike or block; touching a hazard immediately crashes the run, including collisions while jumping. At x=254, place a bright green glowing finish gate made from two tall vertical posts, a top crossbar, and a translucent glowing panel between them. Reaching the gate completes the level, sets progress to 100%, and stops the run. Every run begins automatically with a three-second countdown. Show a centered translucent dark overlay during the countdown with a large number changing from 3 to 2 to 1 and text such as “Get ready — the run starts automatically.” After the countdown, hide the overlay and begin running automatically. If the cube hits an obstacle, stop movement and show a centered overlay titled “Crashed” with “Press R or tap to retry from 0%.” Press R to restart with a fresh countdown; clicking/tapping after a crash should also restart. After winning, show a centered overlay titled “Level Complete” with “You cleared the course — press R to run it again.” R should restart a fresh attempt after a win as well. Include a prominent top HUD styled as dark translucent rounded panels. Show the title “PULSE CUBE” in large uppercase cyan/blue lettering at top left, the current percentage at top right (initially 0%), a horizontal progress bar below spanning most of the HUD, and a stats row reading “Best 0%,” “Attempts 1,” and a status such as “Starting 1,” “Running,” “Jump,” “Crashed,” or “Complete.” The progress percentage is based on the cube’s X position through the course and updates continuously; preserve the best percentage during the current session and increment Attempts on each restart after the initial run. Make the HUD readable over the 3D scene. Add subtle pulsing emissive animation to the player, its cyan core, spikes, blocks, and finish gate; make the finish gate float subtly and its translucent panel pulse. Keep the visual language bright, neon, arcade-like, and rhythm-platformer-inspired while retaining the actual single-button timing mechanics and fixed obstacle layout described above.