Arcade › Stonebound Sprint
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Remix Stonebound Sprint 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 2.5D side-scrolling platformer titled “Stonebound Sprint,” set in a muted prehistoric valley at dusk. Use an orthographic camera looking from the front at a shallow 3D scene: the world scrolls horizontally as the player advances, while platforms, props, enemies, and the character are modeled as simple low-poly 3D objects with soft shadows. Use a pale sage/teal background (#9dc4b0), matching atmospheric fog, a slightly darker distant backdrop plane, and a few translucent rounded rock/cloud-like shapes in the distance. Lighting should be warm and soft, with a pale golden hemisphere light and directional sun from the upper-left; enable soft cast and receive shadows. The player is a stylized low-poly caveman/tribal runner, loaded as a rigged character with idle, walk, jump, and fall animations. Place him at the far left of the level, facing right. He can move left and right with A/D or the left/right arrow keys, and jump with Space, W, or Up Arrow. Also provide mobile touch controls: circular left and right buttons at the lower left and a circular jump button at the lower right, shown on coarse-pointer devices. Horizontal movement accelerates/decelerates smoothly toward about 5.2 units per second; jumping gives an upward velocity of about 7.3, gravity is about 15, and allow a short coyote-time grace period after leaving a platform plus jump-once-per-press behavior. Clamp the player around the level bounds. Flip the character to face the direction of travel. Build the traversable level from chunky rectangular stone platforms with dark brown sides and a thin dirt-colored cap. The main route extends from approximately x=-2 to x=35 and consists of staggered platforms: a wide low starting platform centered around x=2, a raised section near x=10, a lower section near x=15, a raised section around x=21, a lower section around x=27, and a final raised section around x=33. Add small floating upper platforms around x=7, x=18, and x=25 to encourage jumping. Put a bone-themed finish flag at the far right around x=34: a pale bone pole, orange-red rectangular flag, and a pale skull-like ball on top. Reaching the flag wins the run. Populate the route with five small “night beasts” at approximately x=5, 12, 16, 22, and 29, positioned on the relevant platform heights. Each beast is a dark brown/near-black rounded low-poly creature with a flattened spherical body, two glowing orange eyes, and a small pale horn projecting from its side. They patrol back and forth over roughly 1.2 units, moving slowly. The player can defeat a beast by landing on it from above while descending: hide the beast, bounce the player upward, and increment the stone score by one. Touching a beast from the side or below removes one life and respawns/repositions the player slightly back and above the route; falling below the level also costs one life. Start with 3 lives and a score of 0. If lives reach zero, stop gameplay and show a loss panel saying “The tribe falls” and “The night beasts won this run.” with a “Try Again” button. If the player reaches the bone flag, stop gameplay and show a win panel saying “The clan survives” and “You reached the bone flag and claimed the valley.” with a “Run Again” button. Restarting resets score, lives, player position, and all beasts. Add environmental props that match the primitive low-poly style: a few stylized ancient trees near the start and around x=8 and x=19, plus rock clusters near x=3 and x=23. The player and props should cast shadows onto the platforms. Keep the camera centered smoothly on the player horizontally, looking around the middle height of the route, with an orthographic view wide enough to show nearby platforms and hazards. The level should feel like a compact horizontal traversal challenge rather than an endless procedural game. Overlay a polished responsive HUD above the canvas. At the top-left, show a dark translucent brown rounded panel with a gold border and subtle shadow containing the uppercase title “STONEBOUND SPRINT” in bold cream lettering. At the top-right, show a matching panel with “🪨 0” and “❤️ 3,” updating stones and lives during play. Centered below the top bar, show a dark translucent pill reading “A/D or ←/→ to run · Space to leap · stomp the critters.” On initial load, display a centered dark brown rounded modal with gold border and shadow: heading “Tribe Trial,” text “Reach the bone flag. Stomp the night beasts for stones.” and an orange “Start Run” button. The run begins when this button is clicked or Enter is pressed. Use cream/gold typography, orange action buttons, dark brown panels, and rounded corners throughout to match the warm tribal arcade presentation.