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Arcade › Spice Run
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Made by Matthias ten Broek, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.
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Spice Run was built by Matthias ten Broek 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 Spice Run 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.
Rebuild “Spice Run,” a small third-person 3D exploration game set on the desert world Arava. Show a warm amber/orange desert under hazy golden light: broad, smooth low dune ridges shape the distant horizon while leaving a mostly open flat sandy play area. Use sandy ochre ground with a few subtle lighter circular patches, light atmospheric fog, and sparse drifting dust motes. Scatter several chunky low-poly sandstone rocks around the area as visual landmarks. The lighting and palette should feel sun-baked and soft, with a simple stylized low-poly aesthetic. The player is a small spacefaring alien/explorer character, seen from behind in a trailing third-person camera. Start the player near the rover at world center (roughly x=0,z=5); place a prominent rover there as the return destination. The rover and explorer should have a space-kit / low-poly sci-fi appearance. The camera follows the player from behind at a moderate distance. Move with WASD or arrow keys; allow jumping with Space. On phones, provide a touch joystick for movement. Movement has gravity and a conventional jump; no combat or other actions are needed. Place exactly six collectible spice deposits at dispersed locations across the sandy field (approximately x/z: -12/-3, -15/12, -4/-15, 9/-10, 15/2, and 8/17). Each deposit is a clearly visible glowing golden-orange faceted crystal hovering just above the sand, with a thin luminous circular ring on the ground and a faint glow/aura. Make the crystal slowly bob and rotate. Collect a deposit simply by walking close to it; it disappears, and the counter increments. The objective is to explore the dunes, collect all six, then return within a short distance of the rover to win. Until all spice is gathered, returning to the rover does not finish the expedition. Once all six are collected, update the bottom hint to “All spice found — return to the rover!” When the player returns to the rover, show a centered dark translucent completion card over the scene with the headline “SPICE SECURED,” copy confirming all six deposits were gathered and the player made it back, and a “Play again” button that restarts the game. Keep a fixed HUD above the 3D world: upper-left dark translucent rounded panel reads “SPICE RUN” with the subtitle “Expedition on Arava”; upper-right matching panel shows the gathered count as “0 / 6” initially, with the small uppercase label “SPICE GATHERED.” At bottom center, display a dark rounded hint panel initially reading “Find the glowing spice, then return to your rover.” Use cream text, gold highlights, subtle borders and shadow, and a modern clean sans-serif font. At the beginning, dim the gameplay view with a translucent brown-black overlay and place a large centered rounded dark card. It contains the gold uppercase eyebrow “A DESERT EXPEDITION,” a large “SPICE RUN” heading, the description “Cross the amber dunes, gather 6 spice deposits, and make it back to your rover.”, a prominent gold “BEGIN EXPEDITION” button, and a small controls line: “WASD / arrows to move · Space to jump · touch joystick on phones.” Starting dismisses this card and begins play. Keep the HUD visible over the intro screen. The experience is a simple collect-and-return expedition, not a racing or combat game.