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Train Slap

  • 3d
  • arcade
  • first-person
  • action
  • endless
  • low-poly
0
Remix it Discord

0 plays ·added August 14, 2026

About Train Slap

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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. Jayden Do built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Train Slap yet. Play it, then tell Jayden Do what you would add next.

Make your own game

Train Slap was built by Jayden Do 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 Train Slap 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 Train Slap

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 simple first-person/third-person 3D arcade game titled “Train Slap.” The player rides in a continuously moving train and reaches an arm out to slap pedestrians standing beside the track. Use a Three.js-style perspective camera with a 75-degree field of view, positioned inside/at the left side of the train around (-0.8, 2.0) and looking forward and out toward the right side of the track. The train continuously advances along the Z axis at about 9 units per second, while the camera follows it, producing the sensation of moving forward. Show a bright outdoor scene with a blue sky, green flat ground, and a long tan/brown raised platform or path alongside the train. Include a dark train interior wall close to the left edge, a locomotive/train model beside the camera, and simple procedural rails and sleepers: two dark rails on a gray track bed running forward, with repeating cross pieces. Use basic low-poly geometry, simple materials, ambient/hemi/directional lighting, and cast/receive shadows.

The main interactive object is a stylized arm and red hand extending from the train window on the left side of the view. Build it from a dark cylindrical arm and a red rectangular/blocky hand, initially near the left foreground around y=1.65. The player aims by moving the mouse: horizontal mouse position moves the hand’s local Z position ahead or behind the train, and vertical mouse position raises or lowers it slightly. On left mouse click, or on touch/tap, perform a slap lasting about 0.28 seconds: animate the hand outward along X with a smooth sine-shaped extension of roughly 3 units, play a heavy punch/slap impact sound, then return it to the window. Ignore additional slap attempts while one is in progress. On touch devices, display a red rounded “SLAP” button near the bottom center and hide the mouse instruction.

Spawn simple low-poly stick people on the tan platform beside the track. Each person should have a small skin-colored faceted spherical head, a blue cylindrical torso/shirt, dark blue cylindrical legs, and thin skin-colored angled arms. Place them in one of two side lanes (roughly x=2.35 or x=3.7), face them toward the train, and initially distribute six people at increasing distances ahead. As the train advances, continually spawn more people ahead at irregular intervals, ensuring at least a couple remain visible. People gently bob while standing. When a slap starts, test nearby unhit people within about 2.1 world units of the extended hand and within about 2.1 units along the train’s Z direction. Each successful hit increments the score by one, marks that person as hit, shifts them slightly outward, and makes them fall: rotate them forward and lower them rapidly until they disappear below the ground. Remove people that fall or pass behind the train, allowing the game to continue endlessly. There are no lives, timer, weapons, or win condition; the score is the only progression measure.

Overlay a minimal HUD: a large bold white score number centered at the very top, starting at 0, with a dark text shadow. At the bottom center show the instruction “Mouse to aim • Click / Tap to SLAP!” in small light-gray text with a shadow; on touch layouts replace it with the red SLAP button. Keep the screen full-window, hide scrollbars, and use a black page background around the canvas. Preserve the intentionally sparse arcade presentation: no menus, crosshair, map, or extra HUD elements. The game should feel like a goofy low-poly train-window slap simulator, with the player looking down a long track at pedestrians and trying to time clicks as the moving train passes them.

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