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Voxel HopperAI · Claude 3.5

Game information

Guide a blocky chicken across endless roads, grass, and rivers. Tap to hop forward, swipe to dodge cars and leap onto logs!

TypeEndless Hopper
ResolutionResponsive
OrientationPortrait
PlatformsPC Web / H5 Mobile
StoragelocalStorage
Authorlsk
Date2026-07-08

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Core Game Loop and Mechanics

Moment-to-Moment Gameplay: The player controls a voxel chicken character on a strict 3D grid (1x1x1 unit cells). The core loop is:

  1. Observe the terrain ahead (grass, road with cars, water with logs)
  2. Tap to hop forward one block, or swipe left/right to hop sideways one block
  3. Avoid cars on roads and only step on logs when crossing water
  4. Score increases by 1 for each new forward row reached
  5. Game ends on collision with car or stepping on water without a log

Progression:

  • Score increases linearly with forward progress
  • Terrain difficulty can gradually increase (more roads/rivers, faster hazards) as score increases
  • No levels - pure endless survival with high score tracking

Win/Lose Conditions:

  • Lose: Collide with a car OR step on a water block without a log underneath
  • Win: No win state - aim for highest score possible

Engagement Drivers:

  • "One more try" endless gameplay loop
  • Simple controls with skill-based timing (dodging cars, timing log jumps)
  • Visual satisfaction of hopping through colorful voxel world
  • High score chasing and improvement over time

Starting Scope

First Iteration Must Include:

  • 3D orthographic/isometric camera following player on Z-axis
  • Player character (voxel chicken) with hop animation
  • Grid-based movement (tap forward, swipe left/right)
  • Three terrain types: Grass (safe), Road (with cars), Water (with logs)
  • Procedural row generation ahead of player
  • Cars moving horizontally on roads
  • Logs moving horizontally on water
  • Collision detection (car hits, water without log)
  • Score tracking (1 point per new forward row)
  • Game over screen with score and restart
  • Simple sound effects (hop, collision, score)

Future Iterations Can Add:

  • Difficulty progression (faster hazards, more complex patterns)
  • Power-ups or collectibles
  • Multiple character skins
  • Particle effects (splash, dust)
  • More terrain variety (trains, lily pads, etc.)
  • Leaderboards
  • Background music

Game Perspective

3D Isometric (Orthographic Camera)

  • Fixed orthographic camera at 45-degree tilt angle looking down
  • Camera positioned above and behind the player
  • Camera smoothly follows player's Z-position (forward movement) only
  • Camera does NOT follow X-position (left/right), allowing player to move across the visible grid
  • Maintains consistent isometric view throughout gameplay
  • Grid aligned to world axes for clear spatial understanding

Game World and Level Design

Grid Structure:

  • Infinite 3D grid extending forward (Z-axis)
  • Each cell is exactly 1x1x1 world units
  • Player always occupies one grid cell at a time
  • Grid is 7 cells wide (X-axis: -3 to +3) to fit mobile screen
  • Terrain generates in horizontal rows (perpendicular to Z-axis)

Terrain Generation:

  • Rows generate procedurally 10-15 rows ahead of player
  • Each row is one of three types:
    • Grass (40% probability): Safe, no hazards, green voxel blocks
    • Road (35% probability): Dark gray asphalt, spawns 1-3 cars moving left or right
    • Water (25% probability): Flat blue surface, spawns 2-4 logs moving left or right
  • Never generate water or road in first 3 rows (safe starting area)
  • Avoid generating 3+ consecutive water/road rows (too difficult)

Hazard Behavior:

  • Cars: Rectangular voxel blocks (2x1x1 units), various colors (red, yellow, blue)
    • Move horizontally at 2-4 units/second
    • Randomly spawn moving left or right
    • Spacing: 3-5 units apart on same row
    • Wrap around screen edges to create continuous flow
  • Logs: Brown rectangular voxel blocks (2x1x0.5 units, float on water)
    • Move horizontally at 1-3 units/second
    • Randomly spawn moving left or right
    • Spacing: 2-4 units apart
    • Player can stand on logs and moves with them
    • Wrap around screen edges

Starting Configuration:

  • Player spawns at position (0, 0, 0) - center of grid
  • First 3 rows are grass (safe zone)
  • Camera positioned to show ~8 rows ahead of player

Edit Mode Design

Editable Properties:

  • Player Speed: Hop animation duration (0.1-0.5 seconds)
  • Car Speed Range: Min/max speed for cars (1-6 units/second)
  • Log Speed Range: Min/max speed for logs (0.5-4 units/second)
  • Terrain Probabilities: Grass/Road/Water spawn rates (must sum to 100%)
  • Grid Width: Number of columns (5-9, default 7)
  • Hazard Density: Number of cars per road row (1-4), logs per water row (2-5)
  • Color Palette: Player color, grass color, road color, water color, car colors

Constraints:

  • Hop duration minimum 0.1s (prevent too-fast gameplay)
  • At least 30% grass probability (ensure some safe zones)
  • Grid width 5-9 (too narrow = impossible, too wide = doesn't fit screen)
  • First 3 rows always grass (safe start)

Control Design

Mobile (Primary):

  • Tap anywhere on screen: Hop forward one block (Z+1)
  • Swipe left: Hop left one block (X-1)
  • Swipe right: Hop right one block (X+1)
  • Swipe detection: Minimum 30px movement, maximum 200ms duration
  • Input queuing: Allow one queued input during hop animation
  • Tap to restart: On game over screen

Desktop (Secondary):

  • Up Arrow / W: Hop forward one block
  • Left Arrow / A: Hop left one block
  • Right Arrow / D: Hop right one block
  • Space: Hop forward (alternative)
  • Enter: Restart on game over screen

Input Handling:

  • Ignore inputs during hop animation (except one queued input)
  • Prevent movement outside grid boundaries (X: -3 to +3)
  • Clear input state on game over
  • Disable game inputs when game over screen is visible

Art Style and Visual Theme

Overall Style:

  • 3D Voxel/Blocky Aesthetic: Everything built from cubic blocks, reminiscent of Crossy Road
  • Bright, Saturated Colors: Cheerful palette with high contrast
  • Flat Shading: No gradients on block faces, solid colors only
  • Hard Directional Shadows: Strong, crisp shadows cast at 45-degree angle to enhance depth
  • Minimalist: Clean, uncluttered visuals focused on gameplay clarity

Color Palette:

  • Player (Chicken): White/cream voxel blocks with simple features
  • Grass: Bright green (#4CAF50)
  • Road: Dark gray (#424242)
  • Water: Bright blue (#2196F3), flat surface
  • Cars: Varied bright colors (red #F44336, yellow #FFEB3B, blue #2196F3, orange #FF9800)
  • Logs: Brown (#795548)
  • UI Text: White with black outline for readability
  • Background: Light blue sky gradient (#87CEEB to #E0F7FA)

Asset Sizes & Scale:

  • Grid cell: 1x1x1 world units
  • Player: 0.8x0.8x0.8 units (slightly smaller than cell for visual clarity)
  • Cars: 2x1x1 units (elongated rectangles)
  • Logs: 2x1x0.5 units (flat platforms)
  • Grass/Road blocks: 1x1x0.2 units (thin platforms)
  • Water: Flat plane at Y=0

Rendering Approach:

  • Use Three.js for 3D rendering
  • BoxGeometry for all voxel elements
  • MeshLambertMaterial for simple lighting
  • DirectionalLight for hard shadows
  • OrthographicCamera for isometric view
  • No texture maps needed - solid colors only

Animation:

  • Player hop: Smooth arc motion (parabola) over 0.2 seconds
  • Slight squash/stretch on landing for juice
  • Cars/logs: Smooth linear horizontal movement
  • Camera: Smooth lerp following player Z-position (0.1 smoothing factor)