Arcade › Slope Shred
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Remix Slope Shred 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 playable 3D endless downhill skateboarding game titled “Slope Shred.” Use Three.js-style third-person perspective: the camera follows behind and slightly above a small skateboarder centered near the bottom of the view, looking down a long road into the distance. The scene should have a bright pale-blue sky, blue atmospheric fog/depth haze, strong soft lighting and shadows, and an arcade skatepark setting. The road is a wide dark charcoal rectangular slab with raised gray curbs on both sides and two thin yellow lane-divider stripes, divided into three lanes. Make the road appear endless by recycling road segments as they move toward the camera. Place occasional large half-pipe/skatepark props along either roadside, rotated toward the road and fading into the fog. The player is a small stylized skater standing on an orange skateboard. Prefer a Kenney Mini Skate-style character and skateboard model when available, but provide simple primitive fallbacks: an orange board, blue blocky body, and peach spherical head. Keep the board and rider in one unit so they tilt together while changing lanes. The skater can occupy the left, center, or right lane and smoothly shifts horizontally toward the selected lane. The player can jump vertically with gravity, with a visible shadow on the road that shrinks/fades while airborne. Use simple skate/air/die animations if the character asset supports them. Core loop: begin with a start modal over the game. The modal prominently displays “Slope Shred,” the subtitle “Downhill endless skate run — dodge obstacles, launch ramps, grab coins, build combos,” desktop instructions “A/D or ←/→ to dodge lanes, Space/↑ to jump” and phone instructions indicating the on-screen buttons, a bright orange/coral “Start Run” button, and a local leaderboard panel. At the top of the screen, show four translucent dark HUD cards: SCORE, SPEED, COINS, and a purple COMBO card. Initially show score 0, speed 18 mph, coins 0, and combo x1. Under these cards, show a rounded dark message bar with instructional/status text such as “Tap start — dodge, jump, and stack combos.” On mobile, show three bottom-right controls: left arrow, purple JUMP button, and right arrow. After starting, continuously move the road, scenery, obstacles, ramps, and coins toward the player to imply downhill motion; the player remains near z=0. Start at 18 mph and gradually increase speed over time, capped at about 42 mph. Increase the score continuously based on survival speed. Spawn randomized patterns ahead, roughly 65–80 world units away, with progressively shorter spawn intervals (about 1.05 seconds down to 0.42 seconds plus small randomness): - A high/mid-height obstacle in one lane, sometimes with a nearby line of coins in a safe lane. - Two low obstacles blocking two lanes, leaving one lane open with coins. - An orange launch ramp in a lane followed by a raised arc/line of three coins. - A five-coin line in one lane. - Mixed low and high obstacles in different lanes with a coin in the remaining route. Use Kenney-style obstacle-box and obstacle-middle models when available, with orange primitive box fallbacks. Use gold rotating coin models when available, with a gold torus fallback. Use a bright orange custom wedge/ramp mesh for ramps. Controls: on desktop, A or Left Arrow moves one lane left, D or Right Arrow moves one lane right, and Space, Up Arrow, or W jumps. Clamp movement to the three lanes. On mobile, pointer/touch buttons perform the same actions: left and right shift lanes, and JUMP performs a jump. A normal jump launches with upward velocity around 10.7 and gravity around 30. Hitting a ramp launches more strongly, around 13.2, and starts airborne movement automatically. Collision and scoring rules: collect a coin when the player is near it in depth and in the same lane; coins float above the road, rotate, and bob slightly. Each coin increments the coin counter and awards 90 points multiplied by the current combo multiplier. A normal low obstacle requires the player to be above roughly 0.42 world units to clear it; a high obstacle requires above roughly 0.95. If the player is in the same lane and not high enough when passing an obstacle, immediately end the run with a wipeout. Successfully clearing an obstacle while sufficiently airborne adds a combo event (more combo for high obstacles), and passing over a ramp adds a combo event. Ramps and clean clears show status messages such as “Big launch — keep the chain alive” and “Clean clear — combo xN.” Coins show a message like “Coin line rolling — combo xN.” Combo events add combo counts and bonus points, and refresh a 2.2-second combo timer. If no event occurs before the timer expires, reset the combo. Display the multiplier as x1 plus one multiplier step for every three combo events. Track the best combo multiplier for leaderboard results. On crash, stop the run, play a short impact sound if audio is available, switch the skater to a die animation, save the result to browser localStorage, and show the modal again with the message “Wipeout — final score N.” Change the button to “Run Again.” The local leaderboard is device-only and stores the top five scores sorted descending, displaying entries like “#1 — N pts · N coins · best xN,” or “No runs yet — set the first score.” The leaderboard panel should state that it is saved on this device only. Include lightweight jump, coin, and impact sounds, unlocking audio after the user interacts. Use soft shadows, fog, bright sky colors, rounded translucent UI panels, white bold typography, a coral/orange primary button, and purple accents for the combo HUD and jump control. Keep the game playable with primitive fallbacks even if external models or sounds fail to load.