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Arcade › Rooftop Rush
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Remix Rooftop Rush 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 first-person endless-style rooftop parkour game titled “Rooftop Rush,” built with Three.js. The camera is mounted at the player’s eye level in a first-person perspective, with a dark navy urban skyline ahead, fog, soft shadows, and stylized low-poly/blocky commercial buildings on both sides of a long rooftop route. Use a 74-degree perspective camera, deep blue-black background, cool cyan rim lighting, warm sun lighting, reflective/metallic roof materials, and a clean neon-accented sci-fi arcade presentation. Buildings should be simple stacked rectangular apartment/commercial forms with windows, placed along both sides of the route; the playable rooftops are broad dark blue-gray rectangular platforms, segmented into roughly 18-unit sections, with thin raised edge rails. The player itself is not normally visible in first person, though a hidden blocky runner model may be attached to the player, and a soft circular ground shadow should indicate the player’s position. The core goal is to run forward across a fixed-length sequence of rooftop sections and reach the end of the selected level. There are 30 selectable levels, with escalating length and speed. Level names cycle through names such as First Leap, Glassline, Skybridge, Red Beacon, High Voltage, Crosswind, Night Shift, Split Decision, Blue Hour, and The Long Drop. Each level has a route length starting around 115 meters and increasing by 3 meters per level, and base speed starting at 8 and increasing slightly per level. Unlock the next level when a level is completed, persist unlocked levels and best star/token results in localStorage, and provide a level-select grid showing locked levels and earned stars. Movement is controlled by holding the mouse/touch pointer on the 3D view and dragging relative to the screen center: horizontal drag steers left/right, vertical drag controls forward/backward movement, and a small hold automatically gives forward movement. While held, movement is relative to the camera yaw, allowing the player to switch among three approximate lanes at x=-3, 0, and 3, but the player can move continuously across the rooftop width. Releasing stops movement. Dragging also adjusts camera yaw, clamped to about +/-1.15 radians, and camera pitch, clamped to roughly -0.42 to 0.35. Support keyboard Space and an on-screen JUMP button: jump only when grounded, not crouching, and with enough stamina; apply upward velocity around 10.3 and gravity around 25. Support Shift and an on-screen SLIDE button: crouching lowers the camera from about 1.62 to 1.15 meters and is held only while the control is pressed. Include Escape/P and a pause button. Add a stamina system shown as a horizontal bar in the HUD. Forward sprinting while the held input is strongly forward consumes stamina at about 0.18 per second and increases movement speed by about 35%; otherwise stamina regenerates at about 0.1 per second. Green boost pads on some sections increase speed by 1.4 and restore some stamina. Boost pads are flat glowing green rectangular plates placed on the rooftops and disappear/disable after use. Populate the route with hazards generated deterministically by section and level. Red/brown rectangular barrier blocks stand in one of the three lanes and require jumping; some taller low-clearance obstacles have a gold top rail and are intended to be slid under. Transparent cyan glass barriers appear on later levels and can be broken/passed by jumping above their height; hide them after a successful jump. Red glowing laser hazards appear on later levels and require crouching/sliding underneath. A collision with an obstacle resets the player to the most recent approximate 25-meter checkpoint, resets vertical motion, and slightly closes the police gap. Successful close passes can count as near misses; jumping over barriers and sliding under low or laser obstacles should be rewarded as near misses where appropriate. Include simple short synthesized beeps for jumping, collecting, boosts, successful glass passage, and collisions. Some route sections are intentionally missing, creating rooftop gaps. Falling off a gap or outside a valid rooftop should reset the player to the current checkpoint rather than ending the whole run. Place floating gold ring-shaped tokens above the route in different lanes; they rotate, are collected when the player is near them, vanish on collection, increment the token count, and play a sound. Place boosts on alternating levels/sections. On higher levels, add simple pursuing police entities: blocky blue rectangular figures with a small red glowing light, which chase the player along the route. Track the closest police distance; if one gets within roughly 2.2 units, end the run. The HUD should be an always-visible overlay with translucent dark glass cards and thin pale-blue borders. At top left show the uppercase brand “ROOFTOP RUSH // FPS” and a large distance counter such as “0 m.” At top right show “Level N · 0★.” Beneath the top-left card show CHECKPOINT percentage, TOKENS count, and STAMINA with the colored bar. Put a small cyan/white crosshair at the center. At the upper center show “HOLD CLICK TO MOVE” with the instruction “Drag while holding to steer · Space jump · Shift slide · Esc pause.” Along the bottom right show SLIDE, JUMP, and pause controls, with JUMP as a prominent gold button; allow touch interaction and prevent page scrolling. Use dark translucent rounded panels, cyan text, gold token/star accents, green primary buttons, and a responsive layout. Before a run, show a centered dark translucent rounded start panel over the 3D rooftop view with the title “Rooftop Rush,” a description about first-person urban parkour across 30 escalating rooftop runs, and PLAY LEVEL N plus LEVEL SELECT buttons. The level-select screen should show a six-column grid of levels, locked states, and earned stars. During play, pause should display PAUSED with RESUME, RESTART, and LEVEL SELECT. On completion display LEVEL CLEAR, the level name, earned stars and tokens, and NEXT LEVEL/REPLAY actions. On failure display RUN INTERRUPTED, the distance reached, and RESTART/LEVEL SELECT actions. Award one star for completion, a second when token collection reaches roughly one token per 38 meters, and a third for a fast run with fewer than two near misses. Save the best star and token totals per level and unlock progression locally.