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Star Hop 64

  • 3d
  • platformer
  • collectathon
  • arcade
  • horror
  • third-person
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. John Tavares built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Star Hop 64 yet. Play it, then tell John Tavares what you would add next.

Make your own game

Star Hop 64 was built by John Tavares 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 Star Hop 64 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.

Read the build brief for Star Hop 64

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 small browser-based 3D third-person platforming game titled “Star Hop 64,” with a toy-like Mario-64-inspired presentation that gradually turns into horror as the player collects coins. Use a Three.js-style perspective camera, real-time shadows, and a large simple level in an open bright blue sky. The player is a red capsule-shaped character with a small white face/spot on its front, viewed from behind by an orbiting third-person camera. Give the player a spherical collision radius, momentum-lite movement, gravity, and solid box-platform collisions. Start the player at approximately (0, 1, 8) on a large green ground platform. The camera follows the player from about 14 units away, aimed slightly above them; allow mouse-left drag to orbit horizontally and vertically, clamping the pitch, and mouse-wheel zoom from roughly 7.5 to 26 units.

Controls: W/A/S/D move relative to the camera direction, Space jumps, mouse drag rotates the camera, mouse wheel zooms, and R restarts the level. Movement should accelerate toward a maximum horizontal speed, retain some air control, use ground friction, and include a short jump buffer and coyote time. Jump with upward velocity around 10.5 and apply strong gravity. If the player falls below approximately y=-25, respawn at the starting location with velocity reset. There is no hard game-over state.

Build the level from chunky colored rectangular platforms: a very large green ground slab; a staircase/island route at the left with blue, yellow, and coral platforms around (-10,1,-6), (-18,3.5,-12), and (-26,6.5,-18); purple and turquoise platforms to the right around (10,0,-10) and (18,3,-18); a sequence of brown elevated platforms leading toward a high podium around z=-22, -30, and -38; and a small three-tier tower at (26, y=2, 5.5, 9, z=10) colored yellow, blue, and coral. Add faint grid lines on the ground and four tall white decorative cylindrical pillars around the distant edges. Platforms are solid axis-aligned box colliders and cast/receive shadows.

Place exactly 9 rotating gold coin collectibles, each a thin cylinder oriented edge-on, at these positions: (-10,3.2,-6), (-18,6,-12), (-26,9,-18), (10,2.2,-10), (18,5.2,-18), (0,9.2,-38), and (26,4.2,10), (26,7.7,10), (26,11.2,10). Coins rotate visibly and disappear when the player comes within about 1.25 units. Display a fixed upper-left HUD with the title “Star Hop 64,” controls hint “WASD move • Space jump • Drag rotate • Wheel zoom • R restart,” a counter such as “Coins: 0/9,” and a bold status message. Initially show “Click once for audio. Then collect all coins!” and/or “Collect all coins to activate the Star.”

Add two small pink cylindrical bouncer pads on the ground near (6,0.2,10) and (-6,0.2,12). When the player overlaps one from above while descending, launch them upward with velocity about 12.5 and play a bouncer sound. Use simple synth audio unlocked after the first click or key press: short sounds for jump, coin pickup, bouncer, and star collection. The player collects coins to progress; collecting the first coin changes the status to a subtly ominous message like “…did it just get colder?” Once all 9 coins are collected, activate a star at (0,10.8,-38): before activation it is a gray faceted icosahedron on a white ring, and afterward it becomes a glowing yellow faceted star-like objective. The star slowly rotates and bobs. Touching it after activation wins the level, shows “You got the Star! Press R to play again.”, plays a high-pitched star sound, stops the player, and prevents repeated win triggers.

Implement the visual/audio horror ramp based on coin progress. Initially use bright blue fog (near 35, far 160), a light blue sky sphere, bright hemisphere and directional sunlight, green ground, colorful platforms, and a clean toy-like look. After the first coin, gradually increase a horror level, ramping strongly toward the final coins. Interpolate fog toward near-black with shorter range (near about 12, far about 70), darken the sky sphere toward almost black, reduce hemisphere and sun intensity, and add subtle camera shake. Once the effect is strong enough, apply a dark HUD treatment, a translucent vignette/radial overlay, faint horizontal scanlines, and occasional very brief HUD glitch animation. Start a quiet low drone around the mid-horror range and fade it louder with progress; also occasionally play subdued pink-noise/static bursts. When the star activates, keep the horror level strongly high. Restart must reset all coins, deactivate the star, reset the horror visuals/audio state, and respawn the player. Keep the overall game simple, low-poly, colorful at first, and visibly transition from cheerful platform playground to dark unsettling scene without adding enemies or other mechanics.

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