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waasaaaa
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Eliseo Rey DEUDOR TAQUIRE built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Guardianes del Eclipse yet. Play it, then tell Eliseo Rey DEUDOR TAQUIRE what you would add next.
Guardianes del Eclipse was built by Eliseo Rey DEUDOR TAQUIRE 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 Guardianes del Eclipse 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-based 3D arcade mountain rally game titled “Rally Cerro,” with the author blurb “waasaaaa.” Use Three.js (or an equivalent WebGL 3D engine) and a Spanish-language interface. The game is viewed from a third-person chase camera behind and above a small rally car, looking forward down the road. Use a 62-degree perspective camera, smooth camera following, soft shadows, ACES-like tone mapping, a muted gray-green foggy mountain atmosphere, and a dark cinematic presentation. Scene and environment: build a long uphill dirt road from roughly 54 connected box-like segments, each about 7 units wide and 2.4 units long, extending into the negative Z direction. The road should gently wind using a changing centerline (broad sinusoidal bends) and rise gradually, with slight segment rotation. The road surface is brown/gray dirt with small pale yellow rectangular lane/road markers placed along the centerline at every other segment. Surround it with a large flat desaturated green-gray ground plane. Place scattered low-poly dark gray boulders near alternating sides of the road, and stylized pine trees on both sides, with varied spacing and scale. Add fog that obscures the far end of the route. Light the scene with a bright warm directional sun plus cool hemisphere/environment light, and enable cast/receive shadows. Player: use a compact low-poly red rally car centered on the first road segment. It should have a red boxy body, dark windshield, and optionally a simple race-car asset layered onto it; keep the car clearly visible and facing along the road. The car accelerates forward automatically according to its current speed, but the player controls throttle and braking. Starting speed is zero. Holding GAS/W/Up accelerates strongly; when not accelerating the car still has mild acceleration/coasting behavior, while drag reduces speed. Holding FRENO/S/Down applies strong braking. Clamp speed between 0 and 15. Fuel begins at 100% and drains proportionally to speed; when fuel reaches zero, cap the car at low speed and end the run once it nearly stops. Steering: A/D or Left/Right changes the car’s lateral offset from the road center, with steering responsiveness increasing slightly with speed. Clamp lateral offset to approximately -2.7 to +2.7 so the player stays near the road. Visually lean/roll the car slightly while steering and rotate it to follow each road segment’s heading. Smoothly interpolate the car along the winding, rising centerline as it travels. The route progresses based on traveled distance, and the car should reach the finish after about 126 world units (the end of the approximately 54-segment stage). Damage and failure: do not require complex physical collisions. Represent danger through the road edges and visible rocks: while traveling quickly and steering too far toward the edge (roughly beyond 2.3 units lateral offset), continuously increase damage; being near the outer edge (roughly beyond 1.8) at designated intervals can add smaller damage. Damage begins at 0% and is capped at 100%. End the run if damage reaches 100%, showing “AUTO DAÑADO — REPARACIÓN NECESARIA.” End with “SIN COMBUSTIBLE” if fuel is empty and the car has almost stopped. On reaching the route distance, end successfully with “META — ETAPA COMPLETADA.” HUD and screens: keep the 3D canvas full-screen with a dark #10151a page background. At the top left, show a translucent rounded panel labeled “RALLY CERRO” in bold yellow and “Etapa 1 · Camino de tierra” beneath it. At the top right, show a matching translucent stats panel with Spanish labels TIEMPO, DAÑO, and COMBUSTIBLE and live values: elapsed time formatted like 0:00.0, damage as a percentage, and fuel as a percentage. At the bottom, provide touch-friendly controls: left and right arrow buttons on the lower left, and lower-right buttons labeled FRENO (red tinted) and GAS (green tinted). Buttons should have rounded corners, translucent dark styling, and pointer/touch support as well as keyboard support. Opening state: before play, show a centered dark translucent modal card over the scene with the large yellow title “RALLY CERRO,” the text “Sube, derrapa y sobrevive a la primera etapa de montaña. Evita piedras, cuida el auto y llega a la meta.”, a yellow “EMPEZAR ETAPA” button, and the hint “Teclado: A/D o ←/→ para girar · W/↑ acelerador · S/↓ freno”. Hide this start card when the button is pressed and initialize the car, timer, fuel, damage, distance, speed, and steering offset. After finishing or failing, show the result message near the upper center with a smaller hint “Pulsa R o toca la pantalla para reiniciar”; allow R or tapping the message to restart. Maintain the restrained dark UI, yellow accent color, Spanish copy, low-poly mountain-road visuals, and arcade rally feel shown in the reference.”,