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Tunnel Trails

  • 3d
  • top-down
  • arcade
  • action
  • heist
  • neon
  • survival
0
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4 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. kyle elder built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Tunnel Trails yet. Play it, then tell kyle elder what you would add next.

Make your own game

Tunnel Trails was built by kyle elder 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 Tunnel Trails 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 Tunnel Trails

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 browser-based 3D game titled “Tunnel Trails,” a fast top-down neon heist run in a dark city-block arena. Use Three.js-style simple geometry and a perspective camera positioned high above and behind the player, smoothly following the player and looking down at the ground. The world is a 70x70 square, bounded by the play area, with a dark navy ground plane, subtle blue grid lines, soft fog, simple lighting, and chunky rectangular building obstacles. Place five fixed buildings: a block at approximately (-18,-10), one at (18,14), one at (8,-22), one at (-22,22), and a central vertical block around (0,0); buildings should be solid collision obstacles.

The player is a small glowing mint/teal capsule-like character with a translucent circular ring on the ground. Start each run at a valid randomly chosen location away from obstacles. Move with WASD or arrow keys in the horizontal X/Z plane. Normalize diagonal movement. Normal speed is brisk; holding either Shift key increases speed by about 1.45x. Press Space to dash: dash in the current input direction (or the last movement direction if no direction is held) for about 0.12 seconds at high speed, with a 1-second cooldown. Show dash state in the HUD as READY, DASH, or ... . Keep the player inside the arena and resolve collisions against buildings.

There are exactly three randomly placed unopened gold/orange treasure chests, each spawned away from obstacles. Each chest is a chunky box with a separate lid and a small glowing light above it. Find the nearest unopened chest by following a breadcrumb trail: render ten floating blue glowing orbs in a straight line from the player toward that chest, with decreasing opacity and gentle bobbing. The nearest unopened chest subtly pulses/scales. When within roughly 2.2 world units, pressing E opens it; animate its lid rotating open, increment the chest counter, and display “Recovered cache.” If too far away, display “Get closer to the chest.” After all 3 chests are opened, stop gameplay and show “Mission complete — press R to run it again.”

Add six roaming enemies called thieves. Each is a red/pink capsule-like figure with a faint red ground ring. Thieves choose random roam destinations away from obstacles and move continuously. If the player comes within 14 units, a thief switches to chasing the player. On contact within about 1.35 units, it removes 1 HP, with a 0.7-second per-thief hit cooldown and about 0.35 seconds of player invulnerability; make the player blink during invulnerability. Start at HP 3. If HP reaches 0, stop gameplay and show “Down — press R to restart.”

Add two linked fast-travel tunnels at approximately (-28,-24) and (28,24). Each is a glowing circular/toroidal ring standing above a faint glowing circular pad, with distinct purple and cyan colors. Walking into either tunnel teleports the player to the other one, with a short 0.7-second tunnel cooldown and the status “Tunnel travel.”

Build a polished HUD over the game in dark translucent rounded pills with pale blue-white text. The top row shows “TUNNEL TRAILS,” a status message, and an “Audio on” control. The next row shows “Chests: 0/3,” “HP: 3,” and “Dash: READY.” A wide help strip reads exactly: “WASD/Arrows move • Shift sprint • Space dash • E open chest • Walk into tunnels to travel • R restart • Tab sketchpad”. Status messages should include the initial audio prompt (“Click to enable audio”), “Follow the trail,” “Chest nearby — press E,” hit feedback, tunnel travel, completion, and defeat. Use a dark navy/black background, neon teal player, blue trail, gold chests, pink thieves, purple/cyan tunnels, simple geometry, soft fog, and restrained emissive glow.

Implement restart with R at any time, resetting player HP/position, all chests, thieves, tunnels, trail, cooldowns, and win/lose state. Add optional Tone.js soft synth feedback that starts after the first click or keydown (or via the Audio on control): short tones for chest opening/collection, getting hit, dashing, and tunnel travel. Finally, implement the Tab sketchpad as a pause overlay: hide gameplay input and pause simulation, show a dark canvas with a faint grid, allow mouse/touch drawing with a glowing pale stroke, and provide Enhance, Clear, Save PNG, and Close (Tab) buttons. Enhance should apply local glow/blur passes, a subtle teal-blue-purple color wash, a crisp bright pass, and vignette; do not use a network AI service. Save the canvas as “tunnel-trails-sketch.png.”

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