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Arcade › Sunset Sync

Sunset Sync

  • 3d
  • dance
  • interactive
  • showcase
  • casual
  • beach
  • stylized
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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. Yog 59 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Sunset Sync was built by Yog 59 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 Sunset Sync 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 Sunset Sync

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.

Recreate “Sunset Sync” as a browser-based 3D interactive dance showcase called “Two friends • beach dance studio.” Use Three.js (or an equivalent WebGL 3D engine) with a full-window canvas and a soft pastel sunset/beach presentation. The scene should have a warm peach-pink background with matching distant fog, a large circular warm sand floor, and a calm turquoise ocean plane extending behind the dancers. Add six small decorative beach rings on the sand in a row near the back, alternating pink and pale yellow, with a subtle emissive glow. Light the scene with soft warm sunset illumination, gentle cool rim light, ambient hemisphere light, contact shadows, filmic tone mapping, and a polished cozy stylized look.

Place two humanoid animated female-presenting adventurer/casual characters on the sand, centered close together and initially facing one another: one at approximately (0, 0, -0.72), the other at (0, 0, 0.72) rotated 180 degrees. Load animated humanoid models equivalent to the two Quaternius Ultimate Modular Women models (Adventurer and Casual), clone them independently, scale them slightly up, and enable cast/receive shadows. Start both in an idle animation. They are the only characters and there are no enemies, hazards, timer, health, collectibles, or win/lose state.

Build the main interaction around two groups of ten choreography buttons. A click should mark the button active in pink, increment the visible Moves counter by one, and make both dancers perform the selected animation with a short crossfade. The dancers should briefly pulse/bob and move subtly toward a paired pose, then smoothly return/settle; use the available model animation clips where possible. The face-to-face choreography group must be titled “FACE-TO-FACE CHOREOGRAPHY” and contain these exact buttons: “1. Mirror Wave”, “2. Side Step”, “3. Sunshine Spin”, “4. High Five”, “5. Clap & Sway”, “6. Kick Chorus”, “7. Twirl Pair”, “8. Happy Hop”, “9. Sky Reach”, and “10. Finale Bow”. Map these to suitable available clips such as Wave, Walk, Run_Left, Interact, Idle_Neutral, Kick_Left, Run_Right, Run, Wave, and Interact respectively. The back-to-back group must be titled “BACK-TO-BACK CHOREOGRAPHY” and contain: “1. Back-to-Back Sway”, “2. Back Step”, “3. Shoulder Shimmy”, “4. Mirror Kick”, “5. Pose Switch”, “6. Sunset Lean”, “7. Circle Turn”, “8. Partner Stretch”, “9. Star Pose”, and “10. Beach Finale”. Map these to Idle_Neutral, Walk, Wave, Kick_Right, Run_Left, Idle_Neutral, Run_Right, Interact, Wave, and Run respectively. Clicking either group’s button should affect both characters, increment Moves, and show only the latest selected button as active.

Add a fixed HUD over the 3D scene. At the upper left, show a translucent off-white rounded card with the bold title “Sunset Sync” and subtitle “Two friends • beach dance studio.” At the upper right, show another rounded card reading “Moves: 0” initially, with the number updating on every choreography click and pink emphasis for the score. Beneath it, vertically stack five view buttons: “Normal view,” “Worm view,” “Top-down,” “First-person,” and “Free orbit.” The selected view button should be pink with white text; the others should be white with dark text.

Implement the camera views exactly as named: Normal view is a perspective shot from approximately (0, 3.4, 7.5) looking toward (0, 1, 0), framing both dancers and the beach. Worm view is low from approximately (0, 0.35, 5.5) looking toward (0, 1.1, 0). Top-down is approximately (0, 10, 0.1) looking at the ground near the dancers. First-person is approximately (0, 1.65, 1.1) looking toward (0, 1.45, 0), and should keep the camera at about (0, 1.55, 1.0) while rendering. Free orbit enables damped orbit controls around the dancers, with a target near (0, 1, 0) and a reasonable distance range of about 3 to 18. View buttons should update the active styling immediately.

Use a responsive glass-card UI: translucent warm-white panels with rounded corners, subtle white borders, blur/backdrop effect, and soft mauve-brown shadows. Place the two choreography cards side-by-side along the bottom on desktop, each with a five-column grid of ten compact white rounded buttons arranged in two rows. Use dark purple text, pink hover/active states, uppercase letter-spaced section labels, and generous touch targets. On screens narrower than about 700px, stack the choreography cards vertically, allow the controls to scroll within roughly half the viewport, and keep the view controls at the upper right. The canvas must remain full-screen and the HUD must not block 3D rendering except where its interactive buttons are placed. Start on Normal view with Moves at 0.

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