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Arcade › Trailblaze Stunt
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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 2D side-view stunt motorcycle game titled “Trailblaze Stunt,” rendered responsively on a full-screen HTML canvas with a dark arcade HUD layered over it. The game begins on an attract/title screen: show the large uppercase yellow-orange title “TRAILBLAZE STUNT,” subtitle “Race the canyon, land clean, and chain flips.”, and a centered orange START RIDE button. The background is a stylized sunset canyon: a vertical gradient from deep navy at the top through coral/orange to pale orange near the bottom, a pale yellow circular sun in the upper-right, and layered dark mauve distant mesas. The rideable track is a long side-scrolling polygonal canyon route, filled dark brown with a thick golden-yellow outline along its uneven top edge. Use a fixed 2D side camera that follows the bike horizontally, keeping it around 28% of the screen width while exposing the route ahead; clamp the camera near the end of the approximately 3,600-world-unit course. The route should be a sequence of straight segments with rolling hills, sharp rises, dips, and several jump-like crests, not a flat road. Add four simple checkpoint/marker flags around the course (roughly at world x=600, 1300, 2030, and 2850): thin dark poles rising from the track with small orange-red triangular flags. The player is a stylized dirt bike/motorcycle centered on the track. Draw two dark circular wheels, a yellow angular frame, a red-orange seat/body section, tan handlebars/fork, and a small cyan rider helmet/head; rotate the entire bike to follow the slope while grounded. Start the bike near x=80 on the track. Use simple momentum physics: gravity, acceleration, drag, braking, airborne rotation, and collision with the terrain. Holding gas accelerates strongly, while releasing it still provides weaker acceleration; cap forward speed around 470. Brake applies strong drag and reduces speed. The motorcycle automatically aligns gradually to the terrain slope when grounded. When airborne, left and right steering controls rotate the bike counterclockwise/clockwise, allowing flips; accumulate angular rotation while airborne. On landing, count completed full rotations (rounded absolute accumulated rotation divided by 2π), add each landed flip to the flip counter, and award 250 points per flip. A landing resets the airborne rotation accumulator. If the bike falls below the bottom of the screen, end the run as a WIPEOUT. Reaching the end of the route, around the final terrain point x=3600, ends the run as FINISH. The finish overlay should display the final score and number of flips; wipeout should display the score and invite retrying. The run can be restarted with the button, and Enter also starts/restarts when not running. Show a fixed top HUD with three rounded, translucent nearly-black pills: TIME with elapsed seconds to one decimal, FLIPS with the number of successfully landed flips, and SCORE with the rounded score. During the run, score increases continuously based on forward velocity/distance (approximately velocity × time × 0.08) in addition to flip bonuses. Keep the title/message overlay hidden during play. At the bottom, show four large translucent dark rounded touch buttons with white labels/icons: left arrow, right arrow, BRAKE, and an up arrow for gas. Support pointer/touch press-and-hold controls with release handling, plus keyboard equivalents: ArrowLeft/A for left rotation, ArrowRight/D for right rotation, ArrowUp/W/Space for gas, and ArrowDown/S for brake. Prevent the page from scrolling and make the controls usable on mobile. Use a clean flat vector/Canvas aesthetic, bold sans-serif typography, warm sunset palette, dark navy UI, and orange-red button shadows; do not add enemies, collectibles, weapons, lives, or mechanics not described here.