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Arcade › BURN RUN
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Silikon Nopal Entertainment built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about BURN RUN yet. Play it, then tell Silikon Nopal Entertainment what you would add next.
BURN RUN was built by Silikon Nopal Entertainment 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 BURN 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.
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 endless runner titled "BURN RUN" using Three.js or an equivalent real-time 3D engine. The game should use a third-person perspective camera positioned behind and slightly above the player, looking forward down a three-lane track. The camera should smoothly follow horizontal lane movement and slightly track jumping. The runner remains near the camera while the road, obstacles, pickups, and scenery scroll toward the viewer, creating forward motion. Core gameplay: the player automatically runs forward without a throttle. Start at 16 speed, gradually increase the normal target speed with distance (capped distance contribution), and show continuously increasing distance and score while the run is active. The play space has exactly three lanes at left, center, and right. Allow lane switching one step at a time with A/D or Left/Right on desktop, swipe left/right on touch, and large on-screen left/right arrow buttons on mobile. Smoothly move the mascot toward the selected lane and briefly limit repeated lane inputs with a short cooldown. Player avatar: build a cartoon flaming Bitcoin gremlin. Use an upright orange/gold coin body with a cylindrical thickness, a black Bitcoin glyph/logo on the front face and a plain orange back, dark almost-black thin arms and legs with rounded mitten/foot ends, and a tall crown of several stylized orange flames with bright yellow inner flames. Make the coin and limbs cast shadows. Animate the legs and arms in a running swing, gently bob the avatar, and tilt it slightly during lane changes. The avatar can jump with Space, Up Arrow, W, the mobile JUMP button, or an upward swipe. A jump launches it with an explosive fire/fart burst made from an orange-yellow ring and glowing puffs beneath/behind it; apply gravity so it lands back on the track. Normally allow one jump before landing. Allow sliding with S, Down Arrow, the mobile SLIDE button, or a downward swipe when grounded; squash the character vertically and stretch it slightly in depth for about three quarters of a second. Jumping cancels a slide. Jump and slide should have short action restrictions/cooldowns as in an arcade runner. Track and setting: make a neon cartoon lava temple-run-like environment. Use a dark purple/blue atmospheric sky with fog, a large warm orange moon/ember in the distance, scattered glowing stars, and strong orange/yellow lighting. The road is made from repeating procedural segments, each a broad dark colored rectangular platform with subtle changing hues, yellow lane markings, glowing red-orange edge rails, and bright orange lava strips running along both sides. Place side scenery outside the road: stylized low-poly green cone trees with brown trunks and purple/dark rocks; use loaded low-poly tree/rock assets if available but provide procedural cone-tree and faceted-rock fallbacks. Recycle old segments and spawn new ones endlessly ahead. Procedurally spawn obstacles in the three lanes. Include these visually distinct types: (1) jump blocks, purple box obstacles around 1.8 units tall with a small glowing yellow/orange cone cap, requiring a jump; (2) slide beams, blue/cyan posts with a horizontal beam high across the lane, requiring a slide, although a sufficiently high jump can also clear it; and (3) tall pink/red wall blockers with a light warning strip, requiring the player to change lanes. Use procedural patterns combining single obstacles, lane walls that leave one safe lane, jump-plus-slide arrangements, and flame lines. Increase pattern variety/density as distance progresses while keeping an endless loop. Collectibles: spawn floating flame pickups as glowing orange-red tails with a bright yellow faceted core. Arrange them in straight lane lines, arcs with varying height, and waves across lanes. They rotate and bob while floating. Collect a pickup when the player is close in lane, height, and depth. Each collected flame increments the flame counter and score by 12, creates a bright impact burst, and fills a charge bar by one unit. The charge goal is exactly 8 flames. When the bar reaches 8, reset it and activate the next temporary power in a repeating sequence: Invincibility, Giant Mode, Full Fire Form, Flame Magnet, Speed Boost, Double Jump, then loop back to Invincibility. Implement the temporary powers as follows: Invincibility lasts about 8 seconds and lets the player survive/clear collisions; Giant Mode lasts about 7 seconds, visibly enlarges the mascot and lets it smash obstacles; Full Fire Form lasts about 8 seconds, increases the fiery emissive appearance/flame size and burns obstacles on contact; Flame Magnet lasts about 10 seconds and attracts nearby flame pickups from roughly several world units away toward the player; Speed Boost lasts about 7 seconds and adds a substantial amount to running speed; Double Jump lasts about 10 seconds and permits a second airborne jump. While active, show visual indicators such as a cyan wireframe shield for invincibility and a glowing ring around the player for magnet, plus stronger flame/light effects for giant and fire form. When giant, fire form, or invincibility is active, collisions that would normally end the game should instead destroy/burn the obstacle and create an orange impact effect. Collision rules: check the player against obstacles near the player’s depth and in the same lane/horizontal area. A jump block is cleared by being above its required height or by an active protective power. A slide beam is cleared by sliding or jumping high enough, or by a protective power. A wall cannot be cleared by jumping or sliding normally and requires changing lane; protective powers can smash it. If an uncleared obstacle is hit, stop the run and show game over. Destroyed obstacles should produce a bright flash and flying shard-like particles. Add simple arcade sound effects through Web Audio for lane shifts, jumps, slides, pickup collection, power activation, obstacle destruction, and crashing, but keep the game playable if audio is unavailable. HUD and flow: overlay the 3D scene with dark translucent, rounded, glass-like panels. At the top show distance in meters, score in points, and total flames. Under that show an orange/yellow gradient charge bar and a pill indicating either how many flames remain until the next power or currently active power timers. Show a status panel reading the next power, with helper text such as swipe/tap to dodge and jump fires an explosive fart. On the initial screen, show a centered card titled "BURN RUN", the description about Temple-run energy, a flaming Bitcoin gremlin, and fire-powered fart jumps, desktop/mobile control instructions, and a large orange-yellow gradient "IGNITE RUN" button. Provide bottom mobile controls with left/right arrow buttons and SLIDE/JUMP buttons, respecting safe-area insets. Support pointer/touch input and swipes. On collision, show a centered translucent game-over card reading "TOASTED", the final distance and score, and a "RESTART RUN" button that resets the world, counters, powers, and procedural content. Use a dark neon, colorful, chunky low-poly cartoon art style with emissive lava, flames, and obstacle accents, smooth animation, shadows, fog, and responsive desktop/mobile layout.