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Arcade › Trail Rush 22
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Remix Trail Rush 22 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 3D arcade lane-runner called “Trail Rush 22.” Use a third-person perspective behind and slightly above a small stylized motorcycle, with the camera following the rider’s horizontal movement and looking down the road. The road is a long dark-gray three-lane track with two thin pale lane divider lines, brown/gold raised edge strips, and a dark atmospheric background. The player bike starts in the center lane near the camera and should be a simple low-poly motorcycle assembled from blocky geometry: colored body/frame, black seat and wheels, metallic front fork and handlebar, and a small glowing headlamp. Place three smaller AI racer bikes ahead on different lanes; they move forward at slightly varying speeds and occasionally bob/jump visually, but are not the main collision mechanic. The core gameplay is an automatically moving endless/looping race. The bike continuously advances while the track scenery and objects move toward the camera. There are exactly three lanes, and the player switches lanes in discrete left/right steps using A/D or Left/Right arrow keys, or the two on-screen arrow buttons. The player can jump using W, Space, Up Arrow, or an on-screen JUMP button. A jump lasts about 0.8 seconds and follows a visible arc, rising high enough to clear barriers. Spawn rows of red rectangular barriers in random lanes ahead, plus gold ring-shaped coins near the road. Barriers and coins recycle from behind the player to far ahead so the run continues indefinitely. Colliding with a barrier while grounded ends the run; jumping over it avoids the collision. Collect a coin by passing close to it in the same lane; collected coins disappear and increase the coin counter. The run also ends if the player hits a barrier without an active shield. Distance increases continuously and determines progression: advance to a new level every 110 meters, up to level 22. Increase speed gradually as levels advance. Use these 22 level names in order: Canyon Gate, Sunken Steps, Red Mesa, Vine Bridge, Dust Temple, Moonlit Pass, Broken Aqueduct, Jade Ravine, Sky Cliffs, Ember Road, Old Observatory, Granite Run, Storm Basin, Hidden Courtyard, Golden Gorge, Fallen Colossus, Mossy Vault, Cinder Trail, Echo Causeway, Final Ascent, Temple Crown, Last Horizon. At every level transition, briefly grant a named power for 12 seconds, cycling in order through Shield, Magnet, Turbo, and Double Coins. Shield prevents barrier collision; Magnet attracts nearby coins from a wider range; Turbo temporarily increases speed; Double Coins makes each collected coin count as two. Show the currently active power and remaining seconds if a power HUD element is present. Do not add a shop, inventory, weapons, lives, or other mechanics. Cycle the visual environment theme by level: green forest levels with stylized trees at the roadside, desert levels with low-poly rocks and warm orange/tan colors, and city levels with blocky blue-gray buildings featuring horizontal glowing window bands. Use the three themes repeatedly across the 22 levels. Keep the road visible through atmospheric fog. Use low-poly, clean arcade 3D art with strong directional sunlight, soft shadows, a warm headlight and colorful bikes. The initial theme is green, with a teal-green sky/fog and vegetation beyond the road; later desert and city transitions change the sky, fog, roadside props, and road edge color. Build a fixed HTML-style HUD over the 3D scene. At top left show “DIST” and the current whole-meter distance, with the number in yellow. At top center show “LEVEL 1 / 22 · Canyon Gate” (updating with level and name) and a rounded horizontal progress bar beneath it showing progress through the current 110-meter segment. At top right show “COINS” and the yellow coin count. On the title screen, show the centered title “TRAIL RUSH 22,” subtitle “A classic lane-runner bike race through wild ruins,” and a large rounded yellow “START RIDE” button. Along the bottom show the instruction “A/D or ◀ ▶ to switch lanes · W / Space to jump,” left/right touch buttons, a JUMP button, and a RESTART button. Make the controls translucent dark panels with light borders and rounded corners; make the start button bright yellow with a darker offset shadow. When the player hits an obstacle, stop movement and display “RUN ENDED” with a smaller result line such as “You reached level X · Ym · Z coins,” and change the start button to “RIDE AGAIN.” The RESTART button resets the run to level 1, zero distance and coins, center lane, and the initial environment.