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Blob Chase

  • 3d
  • arcade
  • survival
  • chase
  • low-poly
  • mobile
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. Elijah built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blob Chase yet. Play it, then tell Elijah what you would add next.

Make your own game

Blob Chase was built by Elijah 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 Blob Chase 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 Blob Chase

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 third-person 3D arcade survival game titled “Blob Chase.” The player controls a small animated human character in a bright, stylized low-poly meadow. Use a high, behind-the-player follow camera looking down at the avatar and the arena; smoothly follow the player, with the player generally near the lower/center area of view. The world is a circular green meadow about 34 units across, with a darker green boundary ring and a pale blue sky/background with light distance fog. Add soft sky lighting and strong warm directional sunlight, with visible soft shadows.

At the start, show the meadow behind a large centered dark green rounded-rectangle overlay. The overlay title reads “Blob Chase,” followed by text explaining that the player is the little person and the blob chases them, plus “WASD / arrows to run · Space to dash · Collect stars.” Include a bright yellow-to-green rounded “Start Run” button. The top-left HUD remains visible above the scene: rounded dark translucent pills for a yellow star icon and score (initially 0), a red heart icon and hearts (initially 3), and “Best: 0.” Persist the best score between runs if possible.

Core loop: pressing Start Run begins a run, resets the player to the center, resets the three hearts and score, places the three blobs at their starting positions, and distributes 10 glowing yellow star pickups around the meadow. Move with WASD or arrow keys; normalize diagonal input. Also provide touch controls: a translucent circular virtual joystick at bottom-left with a movable inner nub, and a large red/pink circular “Dash” button at bottom-right. Movement should have acceleration and friction, a normal maximum speed around 10.5, and collision handling that prevents the player from passing through the scenery or beyond the circular arena boundary. The character faces its movement direction and switches between idle and run animations.

Add a dash ability activated by Space or the on-screen Dash button. It only works while running, requires directional input, adds a strong burst in the current direction, has approximately a 1.15 second cooldown, and plays a short electronic phase/jump sound. Use the player’s jump animation during the dash. Do not dash when there is no meaningful input.

Place three animated blob monster enemies in a chasing pack. They should be 3D animated blob models with visibly different sizes and tints: the lead blob starts around (13, 9), scale 0.82 and speed 3.05; a smaller pink-tinted blob starts around (-15, 11), scale 0.68 and speed 2.72; and a smaller pale aqua-tinted blob starts around (4, -18), scale 0.60 and speed 2.48. Each continuously moves directly toward the player, avoids/pushes around obstacles and the meadow boundary, faces the player, and uses a walk animation. The blob chase becomes harder as stars are collected: each pickup raises a difficulty value slightly, and chase speed also increases with score; the later pack members receive a small speed bonus. If a blob gets close enough to touch the player, remove one heart, knock the player away, briefly make the player invulnerable and blinking, and play a blob bite animation plus the player hit animation. Multiple hits should be prevented during the roughly 1.35-second invulnerability window. At zero hearts, stop the run and show a centered dark overlay titled “Blob Got You,” say how many stars were grabbed and advise wider turns to shake the blob pack, then show “Tap Start Run to try again.” The Start Run button restarts the run.

Stars are floating glowing yellow pickups, each made visually from a faceted bright yellow core with a small white torus-like halo. They hover and rotate above the grass. Collecting one when the player comes within roughly 1.12 units increments the score, updates the HUD, increases difficulty, removes that star, and immediately spawns a replacement at a new random location that is away from the player and blobs, so there are continually about 10 available stars. Place stars across the arena but avoid spawning them too near the player or chasers.

Populate the meadow with environmental obstacles: approximately nine stylized low-poly trees at fixed scattered positions around the arena and roughly 38 randomly scattered clumps of tall grass, mostly away from the center. Trees and grass should cast/receive shadows and act as simple circular collision obstacles; the player and blobs slide/push away from them rather than going through them. Keep the uncluttered green meadow, trees, grass, glowing stars, and circular boundary clearly visible.

Use a cheerful polished casual-game presentation: Quaternius-style low-poly animated character and monster models, saturated green grass, yellow collectibles, rounded HUD/UI, and large touch-friendly controls. The game must be playable with keyboard and mobile touch input, begin in the start overlay state, and clearly communicate score, hearts, best score, dash, and game-over state. Provide live state variables for running/game over, score, best, hearts, player and blob positions/speeds, dash cooldown, invulnerability, remaining stars, and current controls if the platform supports debugging hooks.

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