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Arcade › Wing Hop
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Pi Tung built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Wing Hop yet. Play it, then tell Pi Tung what you would add next.
Wing Hop was built by Pi Tung 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 Wing Hop 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 mobile-friendly 3D arcade game titled “Wing Hop,” built in Three.js with a side-on perspective. Render a bright stylized low-poly scene: a sky-blue background with matching blue fog, soft directional sunlight and shadows, a green rectangular ground platform at the bottom with alternating darker green longitudinal stripes, and several clusters of three white rounded sphere puffs as clouds drifting slowly in the distant background. Use a perspective camera positioned in front of the play area, looking across the horizontal flight path; keep the bird near the left side of the screen while the pipe obstacles move from right to left. The player avatar is a small cheerful yellow bird centered vertically at the start and fixed horizontally around x=-3.2. Build it from simple 3D primitives: a rounded yellow sphere body, two yellow-orange rectangular wings on its sides, an orange cone beak pointing right, and two small black eyes. Animate its wings continuously, with a stronger visible flap beat after inputs. The bird should tilt according to its vertical velocity: rising tilts upward and falling tilts downward, clamped to a modest angle. In the menu it gently bobs up and down. Core gameplay is Flappy Bird-style. The bird is affected by gravity (use approximately -18 vertical acceleration), and each tap, click, or Space press sets its upward velocity to about 7.1. The bird cannot move horizontally. Four reusable green pipe pairs travel leftward at about 5.6 world units per second. Each pair consists of a tall upper and lower green rectangular pipe with slightly wider darker green caps, leaving a vertical gap approximately 3.1 units high. Start the pairs at x positions about 10, 15.8, 21.6, and 27.4, then recycle each pair once it exits left by placing it after the farthest pipe and randomizing its gap center between roughly -1.1 and 2.6. The ground collision boundary is around bird y=-3.2; also cap the bird’s upper position around y=5.7. Colliding with a pipe or the ground ends the run. Collision should use the bird’s approximate radius (0.55) against the pipe horizontal width (about 1.7) and the area outside the gap. Award exactly 1 point when a pipe pair has fully passed the bird. Continue scrolling and recycling pipes indefinitely. Overlay a clean responsive HUD above the 3D canvas. At the top center show a large white score number with a subtle dark text shadow, next to a rounded translucent dark pill reading “Best N.” Save the best score in browser local storage under the Wing Hop best-score key and update it whenever the score improves. At the bottom center show a rounded translucent hint pill: on the menu it says “Tap anywhere to flap,” during play it says “Tap, click, or press space,” and after crashing it says “Tap restart or press space.” Initially show a centered, rounded dark translucent modal panel with a soft shadow and blur effect. It contains the large bold white title “Wing Hop,” the instruction “Tap, click, or press space to flap through the pipes.” and a yellow pill-shaped Start button with dark bold text. Clicking/tapping the Start button begins a fresh run, hides the panel, resets the score, bird height and velocity, and resets/re-randomizes the four pipe pairs. Tapping/clicking anywhere else or pressing Space should flap; on the menu or game-over screen that same action should start/restart the game. On collision, show the panel again with title “Crashed,” text formatted as “Score N — best M. Try again.” and a “Restart” button. Keep the game responsive to window size and touch-friendly, with no sound, music, medals, difficulty ramp, pause UI, or alternate themes.