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Arcade › Starway
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Anand built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Starway yet. Play it, then tell Anand what you would add next.
Starway was built by Anand 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 Starway 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 Three.js-style 3D third-person platform-collection game titled "Starway." The scene should be viewed from a perspective camera following behind and above a small cyan/light-blue capsule-shaped player character. The player is a rounded capsule (short cylindrical body with hemispherical ends), glossy/metallic slightly, casting a soft shadow. Use a dark navy sky/background with matching distance fog, bright cool daylight/hemisphere lighting, directional shadows, and a subtle cyan rim light for a clean stylized low-poly look. Build the level as a sequence of blue floating platforms over a large blue ground platform. The ground is a broad 20x20 slab. Ahead of the starting point, place raised stepping ledges in a path toward the back/right: a ledge around (-3, 1.4, -2) sized roughly 3.8x2.5, another around (1.2, 2.5, -5) sized 3.2x2.2, another around (4.5, 1.2, -7.6) sized 3.5x2.4, another around (7, 2.8, -10) sized 3.2x2.3, and a final door plinth around (8.8, .5, -12.5) sized 4.5x3. Each platform should have a dark blue thick box base and a slightly wider, thin lighter blue top surface, with simple block geometry and cast/receive shadows. Leave gaps between platforms so the player uses movement and jumping to traverse them. Place exactly five bright yellow-gold collectible stars, represented as rotating low-poly octahedrons with a warm emissive glow. Put one over each raised destination platform at approximately: (-3,2.15,-2), (1.2,3.25,-5), (4.5,1.95,-7.6), (7,3.55,-10), and (8.8,1.25,-12.5). Stars rotate continuously around multiple axes and bob gently up and down. When the player comes within collection range, remove the star, increment the counter, and show a brief centered message. The objective is to collect all five stars; before that, the door cannot finish the level. At the far end, add a dark blue glowing rectangular door frame and a castle-style door model/visual on the final plinth, positioned near (8.8,.7,-13.5). The door starts closed. Once all stars are collected, show a brief message such as "All stars found — reach the door" and then "The door is open!". When the player gets close to the open door, rotate it open, show "Door 1 cleared!", advance the displayed door number, and reset/restart the same star course with all five stars restored and the player returned to the beginning. Continue this repeating door/course progression; there are no enemies, combat, timers, health, or other hazards. Implement physics-based third-person movement with gravity, jumping, and collision/landing behavior appropriate for the platforms. Desktop controls are WASD or arrow keys to move and Space to jump. On mobile, provide the control system implied by the game: drag a translucent virtual joystick to move and tap the jump control. The camera smoothly follows the player in third-person view and the player rotates/moves naturally; while moving, give the capsule a subtle animated rotation. Add a fixed, non-interactive HUD over the game. In the upper-left, show a rounded translucent dark panel with a thin pale-blue border containing uppercase cyan title "STARWAY" and bold white text "Stars 0 / 5" (update the count as stars are collected). In the upper-right, show a matching rounded panel reading "Door 1" (update after clearing each door). Near the bottom center, show a rounded translucent instruction panel: on desktop "WASD / arrows to move · Space to jump · collect every star, then reach the door"; on mobile show "Drag the joystick to move · tap jump." Use centered fade-in/fade-out messages for collection and door progress. Keep the overall presentation minimal, cool blue, dark navy, softly lit, and arcade-like, matching the shown portrait mobile screenshot.