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Arcade › Tiki Diorama
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Marvin Jacobs Jr built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Tiki Diorama yet. Play it, then tell Marvin Jacobs Jr what you would add next.
Tiki Diorama was built by Marvin Jacobs Jr 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 Tiki Diorama 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 bright low-poly 3D side-scrolling platformer called “Tiki Diorama Dash,” presented as a tabletop tropical island diorama. Use Three.js or an equivalent browser 3D engine, with a fixed side-on perspective and a gently following camera: the player runs left/right across a long horizontal course while the camera tracks ahead of them. The scene should have a pale blue sky, soft fog, warm sunlight and shadows, a round blue ocean base, and one large flattened green island platform behind the playable route. Make the world look like a toy model with chunky procedural geometry, saturated colors, rounded UI, and small decorative palms, rocks, paths, cliffs, and miniature landmarks. At startup, show a large centered cream-colored modal with an orange border and shadow, titled “Tiki Diorama Dash,” text “Choose your device to begin,” and two chunky yellow buttons: “Computer” and “Mobile.” Selecting Computer shows keyboard help; selecting Mobile shows touch controls. Then present a short intro sequence with several button-advanced story cards explaining that the Tiki Tak Tribe consists of a kalimba, three maracas, gong, banjo, air accordion, pipe, and xylophone, each represented by its own miniature diorama biome, followed by a visible fleet fly-by cutscene. During the fly-by, multiple custom flying pirate ships cross the screen toward the volcano/world map. Each ship is a small wooden hull with a pointed bow, cabin, three upright sails, and a propeller mounted above each sail; animate the propellers and make the ships bob in the air. After the intro, begin the playable level. The player avatar is a small simple stylized blue character with a capsule-like body, round head, dark blue block of hair, and two white eyes. Start them on the far-left Peaceful Shore. Implement acceleration, friction, gravity, and horizontal movement with A/D or Left/Right arrows on computer, and persistent pressable left/right touch buttons on mobile. Jump with Space, W, Up Arrow, or a mobile JUMP button. Allow exactly two jumps before landing; landing on any platform restores both jumps. Use a side-scrolling route of chunky rectangular platforms with colored top surfaces and darker thick sides, spanning a set of increasingly elevated biomes. The route should include: a wide sandy starting beach; a raised kalimba cliff; a Maraca Ridge ledge with three moving maraca enemies; a Gong Garden; a Banjo Bridge with a moving banjo enemy; an Air Accordion cloud step; a Pipe Beach with a moving pipe enemy; a broad metallic Factory Xylophone arena; several separated wooden flying-airship deck platforms; and a final lava-colored Volcano Landing. Place floating golden shell/coin collectibles above the route. They should spin, bob slightly, disappear when collected, increase a “Shells” score by 1, and play a short bright synth sound. Enemies are stylized instrument props: red maracas made from spheres and handles, a blue horizontal pipe with a yellow end cap, and simple red tiki-faced rectangular instrument enemies. Enemies patrol within short ranges. If the player lands on an enemy while falling, destroy it, bounce upward, consume one remaining jump, and add 3 shells. If the player touches an enemy from the side, knock them backward/upward, briefly make them invulnerable, and subtract 2 shells. Falling below the level resets the player to the shore. Make the background/world map visibly contain eight small rotating diorama islands along a path: Jungle Kalimba with tiny trees and a kalimba, Beach Maracas, Ruins Gong with posts and gong, Forest Banjo with trees and banjo, Caves Accordion with an arch and accordion, Cliffs Pipe with a rock spire and pipe, Factory Xylophone with a metal stack and colorful xylophone, and Volcano Tiki Tong with a volcano and glowing lava top. Also place several palms and rocks around the main route. At each instrument landmark, when the player reaches its x-position, pause movement and show a short hypnosis cutscene modal naming the instrument and describing its behavior: the kalimba plucks its tines, maracas rattle, gong sends a shockwave, banjo plucks itself, accordion creates wind, pipe whistles, and xylophone makes rainbow factory beats. Each cutscene has a “Break hypnosis”/continue button and a brief synthesized tune. Chapter text should update through “Peaceful Shore,” “Maraca Ridge,” “Gong Garden,” “Banjo Bridge,” “Air Accordion Climb,” “Pipe Beach,” “Factory Xylophone,” “Propeller Fleet Level,” and “Volcano Landing.” On the airship portion, use wooden deck platforms suspended in the sky, include a large nearby flying ship with three sails and three spinning sail-top propellers, and put a stylized Tiki Tong face on its bow. Beyond the final landing, create Tiki Tong as a floating large brown tiki head with a rectangular face, yellow brow and mouth, red eyes, and two long hanging arms. Reaching the landing starts the boss encounter and displays a boss HUD pill, “Tiki Tong ❤ 3.” Pause first on a “Fight!” message. In the boss arena, constrain the player to the final x-range. Alternate between falling music-note projectiles and an arm-slam attack. Falling notes are simple red-and-blue note-like meshes; spawn three at positions around the player, and let them knock the player back and subtract 2 shells on contact. During an arm slam, one of Tiki Tong’s arms drops down; the player must jump onto the descending arm while falling to damage the boss. Each successful stomp reduces boss health by 1, adds 5 shells, bounces the player, and briefly puts the boss in a hurt state. Three stomps defeat the boss. Hitting an arm from the side knocks the player back and subtracts 3 shells. When the boss is defeated, shrink/fade Tiki Tong, clear projectiles, show a centered victory modal saying the Tiki Tak Tribe’s spell was broken and reporting the final golden-shell count, with a “Run it again” button that resets score, enemies, collectibles, boss state, and player position. Include simple Web Audio synth effects for jumping, collecting shells, taking hits, instrument hypnosis tunes, and an airship propeller hum. HUD: at the top, show rounded dark translucent pills labeled “Shells” with the score, “Jumps” with the remaining jumps, an orange translucent chapter pill aligned to the right, and reveal “Tiki Tong ❤” with health during the boss. Use bold white sans-serif text. For desktop, show a bottom help pill reading “A/D or ←/→ move • Space/W/↑ jump twice • Reach Tiki Tong.” For mobile, show large translucent yellow left/right buttons at bottom left and a coral-red “JUMP” button at bottom right. Make the UI pointer-event safe so the game canvas remains playable while only controls and modals capture touch input. Keep everything self-contained in index.html, style.css, and game.js with no build step, using an import map for Three.js modules.