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Arcade › Riding Meadow
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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 browser-playable low-poly 3D third-person riding game titled “Riding Meadow.” The scene is a bright stylized countryside meadow under a clear light-blue sky, with fog fading the distant scenery. Use a broad green ground plane and a straight, wide golden-tan dirt riding trail running into the distance along the Z axis. Arrange chunky, simple low-poly trees with blocky green canopies and brown trunks on both sides, plus repeated rustic wooden fence sections lining the trail edges. Use soft directional sunlight, ambient sky/ground lighting, contact shadows, and a clean colorful toy-like aesthetic. The player controls a mounted rider on a brown horse, viewed from behind and slightly above in a third-person chase camera. The horse should be centered on the trail at the start, facing down the trail, with a simple rider wearing a red shirt, tan skin, and a dark round hat. The horse should have idle, walking, galloping, and jumping movement/animation states if available. The camera follows the mounted player at roughly 7.8 units distance; allow the player to drag to look around. Core gameplay is an obstacle-course ride down the trail. Start the mounted player at approximately x=0, y=0, z=28, with forward travel toward decreasing Z. Place six glowing golden hoops along the route, at these approximate trail positions: (x=0,z=18), (2,5), (-2,-8), (2,-22), (-2,-38), and (0,-55). Each hoop is a bright gold torus ring, oriented vertically toward the rider, supported by two dark wooden posts. When the rider comes within about 2.1 world units, collect the hoop, hide it, increment the hoop score, and briefly show “Hoop cleared!”. Also place five jump obstacles: at (x=0,z=11), (-2,-2), (2,-15), (-2,-30), and (1,-47). Each is a low cross-country hurdle with brown vertical posts and rail, topped by a green horizontal element. When the player reaches an obstacle, count it as cleared only if the player is airborne/high enough (player y greater than approximately 1.55); increment the obstacle-clear count and show “Great jump!”. If the player reaches it too low, show “Jump sooner!” and nudge the player backward along the trail, without adding a life system. Use keyboard controls: WASD or arrow keys to ride, Shift to gallop/speed up, Space to jump, and mouse/touch dragging to look around. Support ordinary riding and jumping physics with gravity and a jump impulse, and make the horse animation change between idle, walk, gallop, and jump according to movement state. The displayed instructions should read “WASD / arrows · Shift gallop · Space jump · drag to look”. Add a fixed translucent white text HUD over the 3D view with a strong shadow. At top left display “RIDING MEADOW” in bold uppercase and the subtitle “Jump the cross-country obstacles”. At top right display the small label “HOOPS · OBSTACLES” and a counter initially showing “0 / 6 · 0 / 5”, where the first value is collected hoops and the second is cleared obstacles. Show temporary large pale-yellow feedback text near the upper center for collection/jump messages. Put the instruction pill at the bottom center. When all six hoops and all five obstacles have been cleared, show “Trail complete!” and reveal a bottom-right “Ride again” button that resets the rider, restores all hoops and obstacles, and resets both counters. Keep the game in an open-ended 3D scene with no enemies, weapons, timer, or extra menus.