Arcade › Artifact Dash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Thawdar Han Win built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Artifact Dash yet. Play it, then tell Thawdar Han Win what you would add next.
Artifact Dash was built by Thawdar Han Win 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 Artifact Dash 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 browser-based 3D arcade collection game titled “Artifact Dash.” Use Three.js or an equivalent real-time 3D engine with a dark navy background and a high, slightly angled top-down perspective camera that follows the player smoothly. The playable space is a circular arena: a low, dark teal-blue cylinder/disc about 32 units across, with a glowing cyan torus boundary around its edge and 18 evenly spaced short rectangular beacon posts around the perimeter. Add atmospheric dark-blue fog in the distance. The player is a small glowing cyan/ice-blue faceted orb, made from an icosahedron-like shape, with a thin luminous cyan ring/halo near its base. Start the player near the south side of the arena at approximately (0, 0.65, 9). The player moves on the XZ plane at about 5.2 units per second using WASD or the arrow keys; normalize diagonal movement and rotate the avatar to face its movement direction. Keep the player inside the circular arena, clamping its horizontal distance from the center to about 14.2 units. Also support touch devices with an on-screen virtual joystick in the lower-left corner. Place exactly 10 collectible relics around the arena. Each relic is a floating, rotating golden-yellow faceted octahedron with orange emissive glow, metallic shading, and a small vertical bobbing animation. Arrange them at varied radial distances (roughly 5.2, 7.2, and 9.2 units) and around different angles so the player must traverse the arena to collect them. A relic is collected when the player comes within about 1.2 units; hide it, increment the counter, and end the game with a win when all 10 are collected. If the supplied asset archive contains a GLB, GLTF, or OBJ model, load the first such model and display four scaled decorative copies around the arena at about radius 8.5; if it has an MTL file, use it for OBJ materials. These uploaded-asset copies are additional visual objects and are not substitutes for the ten coded collectibles. Add three red hunter enemies, represented by glowing red/pink spheres, starting around the left/center-back side of the arena. Each hunter continuously chases the player across the XZ plane at slightly different speeds (about 1.15, 1.33, and 1.51 units per second), with a subtle vertical bobbing motion. When a hunter comes within about 1.1 units of the player, subtract 2 seconds from the countdown timer and push the player away from the hunter; do not add a separate health/lives system. Hunters remain active and can cause repeated time penalties. The game lasts 45 seconds. The HUD should be a fixed overlay over the 3D canvas. In the upper-left, show a translucent dark glass panel with a thin blue border and rounded corners containing the uppercase cyan title “ARTIFACT DASH” and the subtitle “Recover the relics before the arena closes.” In the upper-right, show a matching panel reading “Relics: 0/10” (updating as collected) and “Time: 45s” (counting down in whole seconds). At the bottom center, show the instruction “WASD / arrow keys to move · collect 10 relics · avoid the red hunters.” On touch devices, show the translucent circular joystick at lower left and move the help text toward the lower right. Use clean Inter/system-style typography, cyan accents, rounded glass panels, and a dark futuristic neon visual style. When time reaches zero before all relics are collected, stop gameplay and show a centered glass-panel result overlay titled “Time out,” with text such as “You found X relics.” When all ten relics are collected first, stop gameplay and show “Arena cleared!” with “You recovered all 10 relics in time.” Include a cyan “Play again” button that reloads/restarts the game. Use soft shadows, hemisphere lighting, a bright directional key light, cyan point lighting near the arena center, emissive materials, and restrained bloom-like glow; preserve the uncluttered dark presentation shown in the reference.