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Star Hopper 64

  • 3d
  • platformer
  • collectathon
  • retro
  • low-poly
  • n64-inspired
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. Zarion Washington built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Star Hopper 64 yet. Play it, then tell Zarion Washington what you would add next.

Make your own game

Star Hopper 64 was built by Zarion Washington 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 Hopper 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 Hopper 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 playable low-poly 3D platforming/collectathon game titled “Star Hopper 64,” rendered in a chunky retro Nintendo 64 / Mario 64-inspired style. Use a third-person follow camera positioned about 5.5 units behind the player, with mouse look and camera tracking. The scene is a small grassy floating-looking outdoor adventure area under a dark/black sky with blue-green distance fog: use a green ground plane as the base and populate it with square blocky grass platforms, each with a green textured top and brown soil sides. Arrange the main terrain as chunky square blocks around the central area, with a few raised stacks and separated elevated platforms that require jumping. Include raised platforms around (7,2,4), another stacked two-block-high platform around (-5, -4), and an elevated platform around (3,-7); make sure the level is navigable by walking and jumping between blocks.

The player is a simple dark/black humanoid character loaded as an animated low-poly character, starting near the front portion of the level around the center at (0,0,7). Show the character from behind in third person. Support WASD movement, mouse camera look, SPACE to jump, and SHIFT to run; movement should have walking and running speeds, gravity, jumping/falling, and collision/landing behavior suitable for platforming. On mobile/touch layouts, provide a translucent circular virtual control visible at the lower-right as in the reference. Play Idle while stationary, Walk while moving, Run while sprinting, and Jump while airborne, with smooth animation transitions.

Place bright yellow, simple low-poly five-point star collectibles throughout the level. Build each star from a glowing yellow center and five angular cone-like points. Stars hover and bob vertically, rotate continuously, cast shadows, and are collected when the player comes within roughly 1.9 world units. On collection, remove the star, increment the count, and emit a brief burst of small yellow particles. Place at least these collectibles: one near (0,1.2,-3), one around (8,1.3,7), one around (-8,1.2,5), one on top of the raised platform at (7,5.2,4), one on top of the raised platform at (-5,5.2,-4), one around (3,3.2,-7), and one near (-2,1.5,11). The HUD goal is to collect 5 stars, even though the world contains more than five. Once the player reaches 5, show a centered victory modal with a dark translucent background, yellow border/text, the message “ALL STARS COLLECTED!”, subtext “Great job, hopper!”, and a yellow “PLAY AGAIN” button that reloads the game.

Decorate the edges with low-poly cube-world scenery: several stylized blocky trees around the perimeter, including trees near (-14,-8), (13,-7), (-9,12), and (11,9), plus a few low-poly rocks near (-4,5), (5,-3), and (-11,3). Add a small castle/house cluster in the far area around z=-11 to -13 using simple low-poly fantasy houses. Use ambient lighting plus a strong white directional sun from above/front-right, with soft shadows enabled. Keep the visual treatment deliberately simple and faceted: low-poly geometry, limited green/brown terrain colors, yellow collectibles, chunky silhouettes, and retro game-like atmosphere.

Overlay a fixed HUD: at the upper-left display white monospace text “STARS: 0 / 5” (updating the number as stars are collected), with a black drop shadow; at the upper-right display yellow monospace title text “STAR HOPPER 64,” also shadowed. Start with the victory panel hidden and reveal it only after 5 stars are collected. Do not add enemies, combat, weapons, health, timers, or other mechanics; the core loop is exploring, jumping across grassy blocks, and collecting stars.

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