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Bug Run

  • 3d
  • endless-runner
  • collectathon
  • arcade
  • desert
  • low-poly
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. Jeff Tedeski built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Bug Run yet. Play it, then tell Jeff Tedeski what you would add next.

Make your own game

Bug Run was built by Jeff Tedeski 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 Bug 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 Bug 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-based 3D endless collection runner titled “Bearded Dragon Bug Run.” Use Three.js with a full-screen canvas, a dark navy-black background and fog, and a fixed third-person camera positioned slightly above and behind the player, looking down a long track toward negative Z. The world is a simple stylized low-poly desert: a broad rough sandy-brown ground plane, repeating lighter brown horizontal track stripes as motion cues, and scattered distant dark angular rocks and green saguaro-like cacti along both sides. The player is a cute low-poly bearded dragon assembled from simple boxes: tan rectangular body, smaller tan head at the front, dark brown beard flap under the head, a long tan tail, four small dark legs, and tiny black eyes. It faces forward down the track and remains near the camera while the ground, stripes, props, and collectibles move toward it to create forward motion. Animate the legs, tail, and beard subtly while running. When an insect is collected, briefly show a bright pink tongue snapping outward from the dragon’s mouth toward the insect and retracting.

The core game is an auto-running collect-a-thon, not an obstacle course: spawn insects ahead of the dragon at the player’s fixed horizontal lane, with random heights above the ground, and move them toward the player. Use three distinct simple low-poly insect meshes and colors: a green cricket worth 3 points, an orange/yellow Dubia roach worth 2 points, and a pink superworm worth 1 point. The cricket can be a small capsule, the roach a flattened box with a darker wing piece, and the worm a curved torus segment. Insects slowly rotate. On bounding-box overlap with the dragon, remove the insect, add its value to both total score and the current level score, play a short tone, and trigger the tongue snap. Missed insects simply disappear behind the player and cause no penalty.

The dragon automatically runs. Implement jumping with gravity: Space, W, or Up Arrow starts the game if it is on the intro screen and jumps if grounded; jump velocity should be strong enough to reach the floating insects. Down Arrow or S makes a descending dragon fall faster while held. On touch devices provide visible bottom-center translucent buttons labeled JUMP, DROP, and a RESTART button that only appears after game over. Tapping the play area starts/jumps, swiping upward jumps, and swiping downward briefly quick-drops. R restarts after game over. Start paused on an onboarding overlay; tapping or pressing a jump/start key hides it and begins the run.

Display a translucent dark HUD over the scene. Along the top show rounded pills for “Level: 1”, “Score: 0”, “Target: 20”, and “Time: 60s.” Show a lower-left help panel explaining insect collection, Space/jump, down-arrow quick drop, and mobile controls. Show a lower-right legend with colored dots and exactly these values: Cricket = 3, Dubia roach = 2, Superworm = 1. The start overlay should say “Bearded Dragon Bug Run,” explain “Collect insects to reach the target score before time runs out,” and prompt the player to press Space or tap JUMP to start.

Each level has a countdown timer. Level 1 starts with a 60-second limit and a target of 20 points. When the current level score reaches its target, advance immediately: increase the target by 15 (35 on level 2, etc.), make later levels somewhat faster and spawn insects more frequently, and show a centered level-up message with the new target and time before requiring Space or JUMP to continue. Later level time is reduced by 2 seconds per level but never below 40 seconds. If time reaches zero before the current target, show a centered Game Over overlay stating that time ran out, how many points were still needed, the final score and reached level, and “Press R to restart”; stop the run and reveal the mobile RESTART button. Restart resets level, score, target, timer, collectibles, and overlay state.

Use a clean minimal UI style: light blue-white text, semi-transparent near-black panels with subtle borders, rounded corners, and the dark scene visible behind them. Add simple Tone.js audio activated by the first click/key: different short high blips for cricket, roach, and worm collection, a tiny higher tongue-click layered on collection, a rising two-note chirp on level-up, and a low thud on game over. Do not add enemies, damage, lives, lanes, weapons, or penalties; the only failure condition is running out of time before reaching the level target.

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