Arcade › Canopy Tag
Chase realistic gorilla runners through a flat hex-tile forest with climbable trees, ponds, logs, and ferns. Use touch controls to crawl, launch, grab, tag, or open the admin menu to fly, noclip, boost, and extend the round.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. NovaGT built it with Cinevva, so it works on a phone or a tablet too.
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Canopy Tag was built by NovaGT 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 Canopy Tag 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.
Rebuild a mobile-friendly third-person 3D playground chase game titled "Canopy Tag". Use a low-poly colorful jungle/forest art style with a bright sky-blue background, soft fog, natural hemisphere and directional sunlight, shadows, and a round arena bounded by a faint white ring. The floor should be a roughly circular field assembled from many flat hexagonal grass-forest tiles, with a green grass base and varied dirt/leaf-litter patches. Populate it with dense perimeter and interior trees, including stylized Kenney-like palms, pines, oaks, and procedural broad-canopy trees; climbable trunks; ferns, grass tufts, mossy low-poly stones, fallen logs, muddy reflective blue ponds, and sandy pond edges. Include climbable playground structures: a central raised treehouse-like platform, tall west and east wall/slabs, a high perch, a low branch platform, two wooden ramps, and several elevated horizontal climb logs. Use simple inexpensive collision proxies for the map surfaces so the game remains mobile-friendly. Keep the arena approximately 42 units across with the player starting near (0, 1.45, 8). The player is a warm brown/orange realistic-but-procedural gorilla avatar in third person: bulky fur-textured torso, darker chest and arms, broad muzzle, flat nose with nostrils, heavy brow, small deep eyes, ears, long arms, knuckle-like hands with fingers, broad feet, and a small orange chest badge. Show a third-person chase camera about 5 units behind and above the gorilla, with a small center reticle. The camera must rotate from right-side touch dragging and mouse dragging, with yaw and clamped pitch. Do not use ordinary walking controls: gravity and momentum are always active, and locomotion comes from arm-crawl impulses, pushing off surfaces, and pulling from grabs. The left virtual joystick aims the gorilla's reaching arm/hand direction relative to the camera; while grounded, moving the stick automatically gives small repeated crawl impulses so the player can move immediately. Holding PUSH launches the gorilla away from the nearest contacted surface (ground, tree, wall, platform, rock, ramp, or log), adding a strong directional and upward impulse. Holding GRAB near a climbable surface anchors the hand to it and pulls the player toward the anchor, allowing climbing. Display brief feedback messages such as the contacted surface or push/grab action, and play short push and tag sounds. Spawn six roaming gorilla runner dummies around the arena. They should be smaller dark natural brown/charcoal gorillas with the same recognizable heavy-brow, muzzle, long-arm procedural avatar construction and small light badges. They continuously orbit/roam around separate home points, turn toward their travel direction, animate their arms while moving, and flee outward when the player comes within about 5 units. A runner is tagged when the player holds TAG and is within about 2 units of the nearest untagged runner. Tagged runners change to bright yellow/gold material and stop roaming. The objective is to tag 4 runners before a 90-second countdown reaches zero; show victory immediately at 4 tags, or a time-up loss if the timer expires first. The HUD should show "Tags 0/4" and "Time 90" at the upper right, updating to the current count and remaining time. Use a dark translucent rounded top-left objective panel explaining: no walking, aim the arm with the left stick, then push off ground/walls/trees/ramps/platforms; include an initial centered translucent instruction card explaining the third-person camera, arm-crawl, PUSH, GRAB, and tagging runners. Hide that card after the first interaction and show a centered message when winning or losing. Build touch controls matching the visible layout: a translucent circular joystick at bottom left with a white inner thumb; at bottom right, orange PUSH and green GRAB buttons side-by-side, with a wide blue TAG button underneath. The right half of the screen is a transparent look zone for camera dragging. Also provide a dark ADMIN button near the upper-right below the score. Tapping it opens a translucent dark Admin Menu with purple controls: Fly ON/OFF, Noclip ON/OFF, Boost, Add 1 Minute, Tag All, Center, and Jump to Water. Fly mode disables gravity and moves through air using the joystick; PUSH rises and GRAB lowers, with a speed boost when using desktop Shift. Noclip allows passing through walls, trees, and rocks while retaining the normal arm controls. Boost adds a strong forward/upward impulse. Add 1 Minute extends the timer and resumes play; Tag All marks every runner tagged and wins; Center resets the player to the starting center position; Jump to Water teleports to the main reflective pond. Include desktop fallback controls: WASD/arrow keys aim the arm, mouse drag looks, Space pushes, E grabs, and F tags. Preserve the physical feel of gravity, damped momentum, arena boundary, surface collisions, and elevated-platform landings.