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Tiny Generator

  • 3d
  • arcade
  • generator
  • runner
  • platformer
  • shooter
  • procedural
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. Kyle Pinder built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Tiny Generator yet. Play it, then tell Kyle Pinder what you would add next.

Make your own game

Tiny Generator was built by Kyle Pinder 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 Tiny Generator 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 Tiny Generator

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 a browser game called “Tiny Game Generator,” a no-build Three.js app that generates one of three small playable neon-on-dark 3D games from a preset, numeric seed, difficulty, and world-size controls.

Use a full-window WebGL canvas with a very dark navy/black background (#070912), subtle fog, a large dark blue grid floor, soft ambient light plus a pale blue directional light, and a sparse starfield of tiny blue-white points high in the scene. Use simple low-detail geometry and clean emissive materials: blue player, hot-pink/red hazards, gold coins, dark blue platforms, mint-green targets, and pale blue bullets. The camera is custom-controlled per mode rather than user orbit control.

Overlay a fixed HUD above the canvas. In the top-left, make a translucent dark rounded panel about 320px wide with the title “Tiny Game Generator,” then rows for: a preset dropdown with “Runner (Dodge),” “Collector (Platforms),” and “Arena (Shooter)”; a number Seed field initially 12345; a Lock seed checkbox; a Difficulty range slider from 1 to 10 initially 4; and a World size slider from 20 to 80 initially 45. Below are two side-by-side blue gradient buttons, “Generate” and “Copy config.” Under them show “Universal: R = regenerate, P = pause,” a mode-specific controls help line, and “Click once to enable sound (browser policy).” In the top-right show a translucent status box with a status line such as “Ready.” and a score line initially “Score: 0.”

Generate must clear and rebuild the world using a Mulberry32 seeded PRNG, so the same preset/seed/difficulty/world-size produces the same generated layout and spawns. If the seed is not locked, pressing Generate/R can choose a new random seed; with Lock seed enabled, preserve the entered seed. Copy config exports the current preset, seed, difficulty, and worldSize as formatted JSON to the clipboard. Press R regenerates, and P toggles pause. Starting a game and gameplay events may play short Tone.js synth sounds after the first click or keypress enables audio.

Runner preset: Show a capsule-like blue player made from a cylinder and two spheres, starting near the front at (0, around ground height, z=10), viewed by a slightly elevated camera looking down the lane. Generate roughly 18 + difficulty*3 moving red/pink rectangular blocks, with randomized widths, heights, depths, positions across a lane, and speeds; they move toward the player along +Z, subtly wobble sideways, and wrap back to the far end. The player only strafes horizontally with A/D or left/right arrows, clamped to the lane. Holding Space provides a temporary dash speed with a cooldown. Collision with a block ends the run with “Crashed! Press R to regenerate.” Score continuously counts seconds survived and displays like “Score: 12.3s.” The status initially says “Runner — survive.”

Collector preset: Build a dark void/base below a floating platform field. Create a starting dark-blue platform at the origin and 14 + difficulty*2 additional randomized dark-blue box platforms, with random widths/depths and elevated positions spread through the world. Place at least 6 gold torus coins above randomly selected platforms, each rotating. Make the player a blue box starting above the origin platform. Use a raised, angled follow camera. A/D or left/right arrows move horizontally with platformer physics; Space jumps when grounded. Apply gravity, landing resolution from above on platforms, and allow the player to fall. Touching a coin removes it, decrements the remaining count, increments score, and updates HUD like “Score: 3 (Coins left: 6).” Collecting every coin ends with “You collected them all! Press R to regenerate.” Falling below the void ends with “Fell! Press R to regenerate.” The status initially says “Collector — grab all coins.”

Arena preset: Build a dark ground plane plus a large dark circular arena floor. Use a blue cylinder player at the arena center and a high, slightly tilted top-down camera that follows it. Generate 10 + difficulty*2 floating/bobbing mint-green spherical targets at seeded random angles and radii inside the arena. Move with WASD or arrow keys, clamped to the circular boundary. Use the mouse position to raycast onto the ground, rotate the player toward that aim point, and hold the mouse button/click to fire pale-blue glowing spherical bullets in the aimed direction. Fire repeatedly with a short cooldown; bullets expire after a short lifetime and destroy targets on AABB hit. Display score, remaining target count, and countdown time, for example “Score: 2 (Targets: 10) Time: 31.4s.” Start with 30 + difficulty*2 seconds. End when all targets are destroyed with “All targets down! Press R to regenerate.” or when time reaches zero with “Time! Press R to regenerate.” The status initially says “Arena — shoot targets.”

Keep the visual style minimal, clean, geometric, and game-generator-like: translucent navy HUD, pale text, blue controls, simple boxes/spheres/planes/toruses, soft fog and emissive neon accents. Render responsively to the full browser viewport. Do not add mechanics, enemies, powerups, weapons, or UI not described above.

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