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Trilha Veloz

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  • 3d
  • endless-runner
  • arcade
  • mobile
  • obstacle-dodging

How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

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Made by Wasim Shaikh, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Make your own game

Trilha Veloz was built by Wasim Shaikh 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 Trilha Veloz 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 Trilha Veloz

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 portrait-friendly 3D endless runner titled “TRILHA VELOZ.” The world is a bright, simple stylized outdoor track: a broad dark-gray paved road runs straight into the distance under a clear cyan-blue sky with light atmospheric fog; flat green grass stretches on both sides, bordered by low dark guardrails. Mark the road as three lanes with narrow yellow lines and moving short yellow center dashes. Use a fixed, slightly elevated third-person camera behind the runner, looking forward down the road; keep the character near the lower center of the view while the road markings and obstacles stream toward the camera to convey forward motion. The runner is a small cartoon human with a coral/orange body and light face, ideally with a looping sprint animation; use a simple capsule-bodied character if a model is unavailable.

The player automatically runs forward in one of three fixed lanes. Left/right inputs shift one lane at a time, with smooth lateral easing and no movement beyond the outer lanes. Obstacles spawn ahead at random lane positions: chunky brown crates and gray rocks. They travel toward the player as the run advances. A collision with an obstacle in the player's lane ends the run unless the character is high enough in a jump; jumping lasts about 0.8 seconds and follows a single smooth up-and-down arc, reaching roughly 1.55 world units above the ground. Do not add combat, collectibles, extra lives, or other obstacle types. The distance score accumulates with forward travel. Begin at speed 9.5, accelerate gradually over time, and cap speed at 27; obstacle spacing gradually tightens as time passes. On collision, freeze progression and show an end-of-run overlay with “FIM DE CORRIDA,” the distance reached, and a “TOQUE PARA TENTAR” button; tapping starts a fresh run.

Use a clean canvas HUD in Portuguese. At the upper left, show a dark translucent rounded panel with large white “DISTÂNCIA [integer] m” and smaller pale-blue “VELOCIDADE [one decimal]”. Before starting, dim the 3D scene with a translucent dark overlay and center a large bold white “TRILHA VELOZ,” the subtitle “Desvie dos obstáculos e acelere!”, and a wide rounded warm-yellow button reading “TOQUE PARA CORRER”; below it show “←  → trocar de faixa     ↑ pular”. During play, show touch controls near the bottom: two compact dark translucent rounded buttons with left/right chevrons on the lower left and a larger highlighted yellow “PULAR” button on the lower right. On touch, tapping the left and right screen regions changes lanes and tapping the center jumps; the visible lower buttons should correspond to those actions. Also support keyboard left/right arrows (or A/D) for lanes and up arrow/space (or W) to jump. Keep the look legible, minimal, and arcade-like, with bright daylight, soft shading, rounded UI, and no decorative scenery that obscures the road.

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