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Arcade › Skybound Coins
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Skybound Coins was built by GHABILAADITHYAA P 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 Skybound Coins 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 third-person platforming/collectathon game titled “Skybound Coins.” Use Three.js or an equivalent real-time 3D engine. The scene is a compact vertical obstacle course suspended in a dark navy sky/void: use a deep blue-black background (#08111f) with matching distance fog, soft blue ambient hemisphere lighting, and a warm directional sun with shadows. The camera is a perspective third-person camera following the player from roughly 8.5 units away, with the player as its target. The player starts on a broad blue rectangular platform centered at approximately (x=0, y=0, z=5), with dimensions about 7 by 0.6 by 6. Use a blocky humanoid character model, facing along the course, with a small translucent dark circular shadow beneath it. The character should support walking, sprinting, jumping, gravity, and collision/landing on the platforms. Controls: WASD or arrow keys move, Space jumps, Shift sprints; provide mobile joystick support. Movement speed is about 6.5, sprint should be faster than walking, jump speed about 9.2, and gravity about -24. Use a third-person camera and a roughly 45-degree slope limit. Build a rising route of five blue platforms with bright cyan-blue top trim, each a rectangular block with a slightly smaller glowing trim slab on top. The first is the starting platform at (0,0,5), size 7 x 6. Then place these elevated platforms in sequence: movingPlatform_1 centered initially at (0,2,-2), size 4.2 x 3.2, oscillating horizontally on X with amplitude 3.2; movingPlatform_2 initially at (-4.5,4.4,-9), size 3.4 x 3.4, oscillating on Z with amplitude 2.8; movingPlatform_3 initially at (2.5,6.8,-15), size 4 x 3, oscillating on X with amplitude 3.8; and a finish platform initially at (-1.5,9.4,-22), size 6.2 x 4.5, oscillating on Z with amplitude 1.7. Animate moving platforms continuously with smooth sine/cosine motion. The platform material should be medium blue, while the thin top trim should be light cyan-blue with a subtle emissive glow. Place exactly seven collectible gold torus-shaped coins along the route. Coins are bright yellow-gold, slightly metallic and emissive, and rotate continuously while bobbing gently up and down. Positions are: (-1.5,1.25,4.8), (1.6,1.35,5.2), (0,3.3,-2), (-4.5,5.7,-9), (2.5,8.1,-15), (-1.5,10.7,-22), and (1.2,12.2,-22.2). Collect a coin when the player comes within about 1.25 world units; hide it and increment the counter. Do not add enemies, hazards, weapons, or other collectibles. The upper endpoint also has a purple glowing finish beacon: a thin vertical cylinder around x=-1.5, y=11.3, z=-22 and a rotating purple torus ring around x=-1.5, y=12.7, z=-22. It is visual scenery/finish marker; the implemented objective visible in the HUD is collecting the seven coins. Add a fixed dark translucent glass-like HUD overlay. In the upper-left, show a rounded bordered panel with the bold title “SKYBOUND COINS” and the text “Coins 0 / 7,” updating the first number as coins are collected; make the number gold/yellow. In the upper-right show: “WASD / arrows to move · Space to jump” on the first line and “Shift to sprint · mobile joystick supported” on the next line(s), right aligned in pale blue-gray. If the player falls below y=-8, stop gameplay and show a centered overlay reading “Fall detected,” the instruction “Reset and try a different route.”, and a gold “Restart” button. Restart resets the player to the starting position, restores all seven coins, resets the counter, and resumes play. Keep the visual style clean, minimal, and atmospheric: dark empty sky, softly lit blue platforms, glowing cyan trims, bright gold spinning coins, and a purple beacon, with no extra HUD elements or invented game systems.