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Arcade › Trailbound
Click the game above and it runs right here in your browser. No download, no installer, no account needed. familiavasquez24 built it with Cinevva, so it works on a phone or a tablet too.
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Trailbound was built by familiavasquez24 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 Trailbound 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 Three.js-style 3D action-adventure game titled "Trailbound". Use a bright, stylized low-poly diorama aesthetic with flat-shaded/rough materials, strong soft shadows, a pale blue sky background and atmospheric fog. The camera is a third-person elevated perspective: follow the player from behind and above with an offset around (0, 10.5, 12.5), smoothly tracking the character and looking slightly above them. The world is a compact roughly circular island about 36 units across, bounded by a rocky perimeter and surrounded visually by blue sky/ocean color. The player begins at the southern Trail Camp near a campfire, at approximately world position (0, 13.5). Make the avatar a small stylized adventurer wearing a dark blue cloak, cream scarf/trim and satchel, with a visible metal sword held at the right side. The player moves freely on the horizontal ground plane using WASD or arrow keys; normalize diagonal movement. Face the direction of travel with smooth rotation. Add a short dash activated by Shift (or a mobile Dash button): it temporarily increases movement speed for about 0.18 seconds and has about a 0.9 second cooldown. Add a sword slash activated by Space (or a mobile Sword button): show a brief visible sword swing lasting about 0.24 seconds with a roughly 0.38 second cooldown. The player has 3 Spirit points; enemy contact removes one point and knocks the player backward, with a short invulnerability period and flashing feedback. At zero Spirit, stop the run and show a loss/retry card. Divide the island into readable visual regions and expose the current region in the HUD: Trail Camp in the south with muted green ground and a circular campfire ring; Pinewood Forest on the west side around (-9, 6), with greener meadow ground, several stylized pine trees, shrubs and forest wolves; Ocean Reach on the east around (10, 5), with blue/cyan shallow-water or tide-pool ground, glowing ember-like pools, coral/crystal props and leaning palm trees, containing reef crabs; and Stone Ruins toward the north/south-central return route around (0, -10), with gray ash-colored ground, leaning stone columns/caps and scattered ruins. Include pale pathways, a few central wooden bridge planks, low-poly rock/cliff obstacles, scattered shrubs, and a ring of chunky perimeter stones. The central island should contain a prominent blocked rocky formation and other impassable rocks; prevent the player from passing through the main rock obstacles and keep the character within the island boundary. Place exactly 6 collectible relics around the island at varied positions, including forest, ocean, ruins/trail and camp-adjacent areas. Each relic is a floating glowing low-poly octahedral gem inside a rotating torus ring, with a point light and gentle bobbing/rotation. Tint each relic to its region: warm gold at camp, green in the forest, cyan at Ocean Reach, lavender in the ruins, with cyan/blue tones for trail relics. When the player comes within about 1.4 units, collect it, hide it, disable its light, increment the counter, and update guidance text. The objective is to collect all 6, then return to the campfire at the southern starting location; before all relics are collected the fire is dim, and once the satchel is full the fire glows brighter and the flame grows. Reaching the campfire within about 2.2 units after collecting all relics wins, pausing the game and showing a centered "Trail complete" card with the completion time and a Play again button. Add exactly 3 forest wolf enemies in Pinewood Forest. They are stylized low-poly gray animals with elongated bodies, heads/snout, pointed ears, four legs and a tail. They wander around individual homes with small roaming radii, but detect the player within roughly 6.5-7.4 units, then charge/lunge toward the player at increased speed. Animate their legs while moving, orient them toward movement, and allow a forward-facing sword swing within roughly 2.2 units to defeat/remove them from the run. On collision, damage and knock back the player. Add exactly 3 reef crabs in Ocean Reach. Make them low-poly red/coral crabs with flattened shell bodies, pale bellies, claws and multiple legs. They follow looping orbital/scuttle paths around three fixed centers and bob slightly; a sword swing within roughly 2 units and in front of the player defeats them. Contact damages and knocks back the player. Defeated enemies disappear and remain defeated until restart. Build the HUD as a fixed responsive overlay. During play show a dark translucent rounded panel across the top with: "Relics 0 / 6" (updating), "Spirit 3" (updating), elapsed timer in seconds, current biome name in uppercase/spaced styling, and a guidance message. The initial message should explain pushing through Pinewood Forest and Ocean Reach, defeating creatures, gathering every relic and returning to camp. After collecting all relics say the satchel is full and direct the player to the campfire; update messages for collecting relics, enemy defeats and damage. On the title screen, show the 3D world behind a centered dark translucent rounded dialog reading "Trailbound", a description such as "Cross a forest and an ocean-side route, cut down wolves and reef crabs, grab every relic, then race back to camp.", control instructions for movement, dash and slash, and a gold/orange rounded "Start adventure" button. Starting via the button or first keyboard/touch interaction hides this card, reveals the HUD and mobile controls, and begins looping background music after user interaction. Support touch/mobile play with a translucent bottom-left four-direction D-pad and bottom-right stacked SWORD and DASH buttons, plus a small hint near the bottom-right explaining that all relics must be collected before the campfire opens. Make buttons rounded, semi-transparent and readable over the scene. On loss or success, show the centered overlay again with appropriate result text and a Play again button, while keeping the HUD visible. Include smooth animated environmental motion: subtle swaying pines/palms, bobbing crystals/relics, pulsing tide pools, a flickering campfire and flame, and slightly moving bridge planks. Track elapsed time and reset player, enemies, relics, health and timer on restart. Keep the game an actual interactive playable run rather than a slideshow.