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Abandoned Zoo Run

  • 3d
  • endless-runner
  • arcade
  • sci-fi
  • horror
  • zoo
  • third-person
0
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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. s3vnstaff0rd built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Abandoned Zoo Run yet. Play it, then tell s3vnstaff0rd what you would add next.

Make your own game

Abandoned Zoo Run was built by s3vnstaff0rd 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 Abandoned Zoo Run 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 Abandoned Zoo Run

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 Three.js-style 3D third-person endless runner titled “Abandoned Zoo Run.” Use a nighttime abandoned zoo setting viewed from behind and slightly above the player, with a perspective camera around 62 degrees FOV that follows the runner down the path. The scene should have a very dark blue-black sky/background, distance fog, moonlike warm directional lighting plus cool ambient light, soft shadows, and a low-poly but detailed realistic game-asset style.

Build a long cracked asphalt service road extending into the distance, about three lanes wide, bounded by yellow lane markings and rusted/dark metal rail fences on both sides. Add many visible black cracks in the asphalt, overgrown/dead ground details, triangular evergreen trees outside the fences, and abandoned habitat platforms/enclosures along both sides. Place aged exhibit signs near the path reading BEAR, COW, SHARK, RED ROBIN, GROUNDHOG, CAT, MONKEY, and an ABANDONED ZOO sign. Each habitat should contain a simple custom low-poly 3D animal model: brown bear, pale cow with dark legs/spots, gray-blue shark in a glass tank, small red-breasted robin, groundhog on a dirt mound, dark cat, and brown monkey. These are static scenery exhibits, not enemies; make the enclosure posts and rails rusty and visibly neglected. The road and scenery should scroll toward the camera to create the endless-runner illusion.

The playable character is a small metallic animatronic robot centered on the road, with a capsule-like silver metal body, rectangular metal head, glowing cyan-blue visor, and gold cylindrical ear pieces. It automatically runs forward at a starting speed of 15, smoothly shifting between three fixed lanes at x positions left, center, and right. The player does not steer continuously: each A/D or left/right input changes the target lane one step, clamped to the three lanes, with smooth interpolation. The robot should lean/rotate slightly while changing lanes and rotate subtly while airborne.

Spawn obstacles endlessly ahead in random lanes. There are two obstacle types, both red glowing electric gates: low gates are wide, around waist height, and require jumping; high scanner bars are elevated and require sliding underneath. Spawn them roughly every 0.65–1.9 seconds, with high gates appearing about 42% of the time. Obstacles move toward the player as the world advances. A low gate is successfully avoided when the robot is high enough (jump y at least about 0.72); a high gate is avoided only while sliding. If the robot is in the same lane and close to an obstacle and performs the wrong action, reduce power by 32 and grant about one second of collision invulnerability. The player can jump from the ground with Space or Up, using an upward velocity around 8.2 and gravity around 20; jumping is not allowed while sliding. Slide with Shift, S, or Down; sliding lasts about 0.75 seconds and visibly scales/compresses the robot vertically.

Also spawn rotating blue-glowing battery cells with gold end caps in random lanes every roughly 3.4–5.9 seconds. Collect a battery by being in its lane and near it while not too high in the air (player y below about 1.7). A collected battery restores 23 power, capped at 100%, and adds 45 score. Missed batteries disappear after passing the camera. The run continuously adds score based on current speed, drains power at about 2.1 per second, and gradually accelerates from 15 up to a maximum of 28. The run ends immediately when power reaches zero. There is no health/lives system beyond the single Power percentage and temporary collision invulnerability.

Use a fixed HUD overlay. In the upper-left show a translucent dark rounded pill with the title “Abandoned Zoo Run” and a control hint such as “A/D move · Space jump · Shift slide.” In the upper-right show a matching translucent pill with “Score,” “Power: [percentage]%,” and optionally the current “Speed.” At startup, show a centered dark translucent rounded instruction card with a gold/yellow “Abandoned Zoo” heading, explanatory text about running through the abandoned zoo, seeing the animal exhibits, dodging electric gates, and collecting battery cells, plus the controls and a gold Start Run button. Hide the card once the run starts. On game over, show a centered “System Failure” card explaining that the animatronics caught up after the score/meters traveled and displaying final power, with a “Run Again” button. Support touch/mobile play with visible bottom controls on coarse pointers: left/right lane buttons, an up/jump button, a down/slide button, and a prominent circular JUMP button, styled as translucent controls.

Implement responsive resizing and smooth animation. Include the same basic game-state concepts: running/gameOver flags, score, power, speed, player lane/position/jump/slide state, active obstacle list and pickup list. Keep the tone atmospheric and abandoned rather than bright or cartoonish: black-blue night, fog, rust, dark asphalt, yellow road lines, red electrical hazards, cyan battery glow, and warm moonlight. Do not add coins, upgrades, boss phases, sound effects, or a separate chasing enemy unless explicitly implemented; the visible animal models are environmental exhibits and the actual gameplay hazards are the electric gates and power depletion.

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