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Arcade › Roadbound Miles

Roadbound Miles

  • 3d
  • motorcycle
  • arcade
  • endless-runner
  • low-poly
  • collectathon
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Aishwarya Freelance Meta built it with Cinevva, so it works on a phone or a tablet too.

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Nobody has said anything about Roadbound Miles yet. Play it, then tell Aishwarya Freelance Meta what you would add next.

Make your own game

Roadbound Miles was built by Aishwarya Freelance Meta 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 Roadbound Miles 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.

Read the build brief for Roadbound Miles

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 endless-style motorcycle journey game titled “Roadbound Miles,” using a low-poly Three.js aesthetic and a third-person chase camera. The player controls a blocky rider on an adventure motorcycle traveling forward along a long straight two-lane road. Start the rider at the near end of the road with the camera behind and slightly above them, looking toward the road ahead; smoothly follow the motorcycle from behind, with a perspective field of view around 62 degrees. Keep the road centered in the world and let the player steer side-to-side, but clamp horizontal movement so the motorcycle stays on the roadway.

Gameplay and controls: On the initial title state, show a bottom-center rounded prompt reading “PRESS SPACE OR TAP TO RIDE.” The game does not move until the player presses Space or taps/clicks. Once started, the motorcycle drives forward automatically. Use Arrow Left/Right or A/D for steering, and Arrow Up/W to accelerate faster or Arrow Down/S to slow down; without those inputs use a moderate forward speed. Smooth acceleration and steering rather than instant changes. Steering should visibly lean/rotate the motorcycle slightly. Allow the player to collect floating glowing amber ring tokens placed down the roadway. Place 28 tokens along the route, beginning near the start and spaced about 12 world units apart, with varied x positions among the center and adjacent lanes. They hover, bob gently, and rotate. When the motorcycle comes within collection range, hide the token, increment the counter, and play a short bright pickup chime. The only score is the number of collected tokens, displayed in the upper-left HUD as “MILES 0” initially and updated to the current number.

Build a long straight road from repeated slabs, approximately 14 units wide, with dark blue-gray asphalt, raised gray curbs at both edges, and short yellow center-lane markers. The route extends to a summit checkpoint near z=350. At the end, create a clearly visible purple portal/checkpoint: two purple vertical posts with a purple horizontal top beam and a glowing cyan glass-like torus/ring centered between them. Slowly animate the portal. When the rider reaches the checkpoint, reset the journey to the starting position, clear the collected miles back to zero, restore all tokens, stop the motorcycle, and return to the prompt with the text “SUMMIT FOUND — PRESS SPACE TO RIDE AGAIN.”

Arrange four visible environmental biomes along the roadside, changing atmosphere and lighting as the rider progresses: from z=0–90, use a dark neon night city with deep navy background/fog, dark purple-blue block buildings on both sides, cyan and magenta horizontal window strips and vertical neon signs; from z=90–180, use a warm desert with brown/orange blocky dunes along both sides; from z=180–270, use a green pastoral zone with simple stylized trees consisting of brown cylindrical trunks and faceted green cone-like crowns; from z=270–360, use a pale icy mountain region with light blue-gray atmosphere and repeated white triangular/faceted snowy peaks with darker blue shadow peaks on both sides. Transition the scene background, fog color, and sun color at the biome boundaries. Use atmospheric fog so distant road and scenery fade softly.

Model the motorcycle from simple low-poly primitives: dark metallic gray chassis, tank, fork, handlebars, black/dark wheels, a dark seat, and a bright round headlight. Model the rider as a stylized blocky character wearing a brown leather jacket, blue jeans, a simple skin-colored squared head, black spiky hair, and glowing cyan goggles. A hidden or optional blocky animated base character may be used, but the visible silhouette should be the custom low-poly rider and bike. Use neon/emissive materials for the amber collectibles, cyan goggles/headlight/portal core, and purple checkpoint, with warm directional sunlight plus cool colored point lights in the opening city section.

HUD and presentation: Render the game full-screen against a dark navy page with no visible menus besides the HUD. Put the miles display at the upper-left, inside a translucent dark rounded rectangle with a thin translucent border, bold uppercase lettering, warm yellow text, and an orange glow. Put the ride prompt at the bottom center in a translucent dark pill with a thin border, white bold uppercase text, and centered alignment. Hide the prompt during active riding. Support responsive resizing and mouse/touch tap to start. Add a subtle engine oscillator sound while riding and a short sine pickup sound when collecting a mile token.

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