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Bootle Run

  • 3d
  • third-person
  • exploration
  • collectathon
  • arcade
  • browser-game
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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. Bobs Moran built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Bootle Run yet. Play it, then tell Bobs Moran what you would add next.

Make your own game

Bootle Run was built by Bobs Moran 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 Bootle 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 Bootle 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 browser-playable 3D third-person exploration game titled “Bootle Run.” Use a dark, moody fictional urban street setting rendered in Three.js-style low-poly graphics: a broad dark asphalt road running through the scene, gray pavements on both sides, boxy terrace/building silhouettes, a larger warehouse, and a small teal/dark safehouse at the far side with a glowing mint-green sign. Use a perspective follow camera positioned behind and above the player, with soft shadows, warm directional sunlight mixed with cool ambient lighting, dark blue-gray fog, and a restrained cinematic color palette.

The player character is Bob, represented by a blocky humanoid character model, starting near one end of the road. The game begins with a full-screen dark translucent intro overlay over the 3D world. Its card should display an “Original browser game” mint pill, the title “Bootle Run,” narrative text explaining that Bob starts with a battered phone and a risky contact and is working the streets in a fictional Liverpool underworld, plus the explicit objective: collect three marked parcels, then reach the safehouse. Include a gold “Start the climb” button. Make clear that this is fictional and does not represent real people, groups, or locations.

After starting, dismiss the intro and let the player move freely around the street in third person using WASD or arrow keys; support jumping with Space and sprinting with Shift. The character should face the direction of travel. Start Bob at approximately (0, 0, 18), with normal walking movement, gravity and a jump. Do not add combat, weapons, enemies, dialogue, or driving: the actual core mechanic is navigation and collecting objects.

Place exactly three small floating amber/gold marked parcels around the level: one near the contact van and street at approximately (-3, 0.7, 7), one farther up the road around (4, 0.7, -4), and one near the safehouse side around (10, 0.7, 8). Make parcels visibly bright, cube-like, slowly rotate, and bob up and down. When Bob comes within collection range, remove the parcel, show a brief toast reading “Parcel secured,” and increase reputation by 5 and cash by £35. At game start the HUD shows Rep 0 and Cash £0; the mission text says to collect 3 marked parcels, then reach the green safehouse, updating the remaining count as parcels are collected.

At the safehouse, place a translucent amber circular ground marker around approximately (18, 0, 10). Only after all three parcels are collected, reaching this marker completes the run. On completion set the player’s reputation to 25 and cash to £180, change the status from “Street level” to “Up-and-coming,” and show a full-screen completion card labeled “Chapter complete,” titled “The first handoff,” with text explaining that Bob made the run, turned a small score into reputation, and put himself on the map; the next chapter is bigger and louder. Provide “Run it again” and “Keep the street hot” buttons. Restart resets Bob, reputation, cash, completion state, and respawns all three parcels; the continue button closes the result screen and displays a brief “New territory unlocked soon” toast without adding a new level.

The persistent HUD should be a compact translucent dark panel across the top with the gold uppercase brand “BOOTLE RUN” on the left and right-aligned “Rep 0 · Cash £0” plus the current status. Put a translucent mission panel at the lower left/bottom reading “Mission: collect 3 marked parcels, then reach the green safehouse.” On starting, briefly show a control prompt near the upper center reading “Move with WASD / arrows · Space to jump · Shift to sprint,” and show a centered bottom toast for parcel/status notifications. Use rounded panels, subtle borders, blur/shadows, gold buttons and parcel highlights, mint-green safehouse/labels, and large clean sans-serif typography. Ensure the game is playable on desktop and touch-friendly in presentation, with the HUD overlaid on the rendered 3D scene.

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