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Arcade › Rollscape
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Daniel Aedo built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Rollscape yet. Play it, then tell Daniel Aedo what you would add next.
Rollscape was built by Daniel Aedo 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 Rollscape 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 arcade obstacle-course game titled "Rollscape". Use a dark navy space-like background with fog fading the distant course into darkness, sparse tiny cyan stars, soft shadows, cool blue ambient lighting, a bright directional light, and a cyan rim/point light. The game is viewed from a smooth third-person perspective behind and slightly above a shiny golden-yellow rolling sphere. Keep the camera following the ball with a gentle lag; it looks ahead along the course, and allow mouse/touch drag on the canvas to rotate the camera horizontally around the ball (vertical drag may adjust an internal pitch, but the visible follow view should remain a low elevated chase view). Render clean low-poly geometric scenery with saturated blue/teal materials and glowing cyan collectibles. Build one fixed descending/floating course running generally from z=10 toward z=-16. The player sphere has radius about 0.62, starts at (0, 1.2, 10), receives gravity, accelerates in the input direction, has damping/friction, and visibly rotates as it moves. Steering is relative to the camera yaw: WASD or arrow keys accelerate left/right/forward/backward; Space makes the ball hop when it is near the ground. Use physics-like movement with horizontal acceleration around 12, gravity around 18, jump velocity around 7.5, and damping. Let the ball land on the course’s rectangular platforms by placing it on their top surfaces when descending. If it falls below y=-10, end the run as a loss. Construct the visible course from rectangular blue platforms and obstacles: a large start pad centered at (0,0,8), about 10 wide and 9 deep; a lower teal bridge centered near (0,-0.8,-1), 5 wide and 9 deep with a slight z-axis tilt; a further blue bridge around (4.2,-1.4,-9), 8 wide and 5 deep with a slight tilt; and a lower finish pad around (-2,-2,-16), 9 wide and 8 deep. Add tall glowing pale-cyan side rails along the start section at x=-5.1 and x=5.1, extending along z, plus a narrower tall rail near x=0.8 around z=-9. Add a salmon/orange rectangular bumper around (2.6,0.1,3.4), and a teal slanted ramp around (0,-0.3,3.8) that is about 5 by 4. Include a glowing mint-green torus finish ring centered over the finish pad around (-2,-0.8,-16), oriented horizontally. Place exactly five floating cyan diamond/octrahedron gems at these course locations: approximately (-2.6,1.0,5.4), (2.5,0.6,1.8), (0,-0.05,-2.4), (4.3,-0.65,-9), and (-4,-1.3,-17). They should glow and rotate while visible. Collect a gem when the ball comes within about 1.15 units; hide it and increment the gem count. The player wins only after all five gems are collected and the ball reaches the far end (z less than -13), then stop the timer and show a centered completion panel saying "Course clear!" with the collected count and elapsed seconds. If the ball drops, stop the game and show "Ball dropped". Include a button to start/restart the run; restarting resets the ball, velocity, timer, score, all gems, and hides the message overlay during play. There is no actual countdown or time-out—just an increasing elapsed time used for the result. Create a minimal glassy HUD over the canvas: top-left rounded dark translucent panel with uppercase letter-spaced "ROLLSCAPE"; top-right matching panel displaying "Gems 0" and "Time 0.0", updating live. Initially show a centered dark translucent start card with the title "Rollscape", instructions "Guide the ball through the floating course. Collect every gem before time runs out.", and a "Start rolling" button. At the bottom center display the hint "WASD / Arrow keys to steer · Space to hop · Mouse drag to look". On coarse/touch devices, show a translucent circular touch steering pad at bottom-right with horizontal and vertical cross marks; dragging within it should map to left/right/forward/backward steering. Keep the interface responsive, dark, clean, and arcade-like, with no extra enemies, weapons, lives, or invented gameplay systems.