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Arcade › Canopy Tag Arena
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Brenda Morrisey built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Canopy Tag Arena yet. Play it, then tell Brenda Morrisey what you would add next.
Canopy Tag Arena was built by Brenda Morrisey 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 Arena 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-based, non-VR first-person 3D tag game titled “Canopy Tag Arena” using Three.js and low-poly primitive geometry. The player starts in a forest-canopy training arena and views the world through a perspective first-person camera with a small central crosshair on desktop. Use a sky-blue background with soft blue fog, bright hemisphere/daylight illumination, flat-shaded readable colors, and no image assets. The arena is a roughly circular green platform about 23 units in radius, bounded by a dark raised torus-like rim. Build a vertical obstacle course from cylinders, boxes, ramps and suspended plank bridges: a large central brown tree trunk with three stacked circular tan climbing ledges and a low-poly green canopy at the top; six outer brown tree trunks with faceted green foliage; tan crate/tower blocks of various heights; several angled gray ramps; twelve gray-green perimeter wall/ledge blocks arranged around the circle; and three routes of individually spaced brown plank bridge segments connecting outer trees or a side tree toward the central tower. These surfaces are climbable. Implement physics-driven hand locomotion. The player is a capsule/sphere-like collision body with position, velocity, gravity, floor and obstacle collision, and a maximum arm reach. Show two small hand spheres near the camera, left hand orange/tan and right hand light blue. On desktop, mouse movement while pointer-locked looks around; holding and dragging the left mouse button moves the left hand and holding/dragging the right mouse button moves the right hand. When an actively controlled hand touches the floor or a climbable cylinder, box, rotated box, ramp, wall or bridge, anchor it to that surface; while anchored, pulling the hand away applies a strong opposite impulse to propel the player. Releasing the mouse or exceeding arm reach detaches it. WASD provides only light movement/air assistance relative to the camera. Space resets both hands and also gives a small upward recovery boost with a slight forward impulse, subject to a short cooldown. Keep the player within the circular arena and resolve collisions against the ground, central/outer cylinders and box obstacles. Populate the match with five simple AI runners, for a total of six slots including the human. Each bot should be a low-poly colored capsule body with a peach spherical head and a neck/waist ring. Use bot colors red/pink, pale green, yellow, light blue and purple. Bots wander, steer toward nearby climbable targets, hop visually, stay inside the arena and use simple steering: one bot starts as IT and chases the player; non-IT bots flee if close and otherwise wander/approach. The IT bot’s body glows red and it wears a red band/ring; non-IT runners have dark bands. When the player comes within tag distance of a bot, apply a brief tag cooldown. If the bot is IT, subtract 2 points (not below zero), clear its IT state and make the next bot IT. If the bot is not IT, add 2 points, clear the current IT bot and make that bot IT. Display status messages for being tagged, making a clean tag, cooldown, and which runner is IT. The match lasts exactly 90 seconds; when it reaches zero show a match-over status and stop active gameplay. Include a local visual lobby overlay before gameplay begins. The lobby is a dark translucent centered card titled “Forest Lobby” with text explaining it is a prototype six-player match with one human and five AI runners. List six slots: You (Connected/Ready), Runner Oak, Runner Moss, Runner Drift, Runner Ember and Runner Echo, initially Connected. Provide Ready: OFF/ON and Start Match buttons; Start Match should require the player to toggle Ready first, then hide the lobby and begin the match. Include a restart flow that resets score, time, player and bots and returns to the lobby; desktop R and an on-screen Restart button should do this. HUD styling should be dark translucent rounded panels with subtle borders and shadows. In the upper left show the gold title “CANOPY TAG ARENA,” a cyan status line, “Score: 0,” “Time: 90,” and “Players: 6 / 6.” On desktop, show an upper-right control help panel: Mouse = look, Hold + drag LMB / RMB = hands, WASD = light air assist, Space = reset hands, R = restart. On mobile/coarse pointer devices hide desktop help and crosshair, show touch controls: a large circular LOOK pad at bottom center above the other controls, circular LEFT and RIGHT hand pads in the lower corners, a Boost button at upper-left, and Reset Hands and Restart buttons on the right. Swipe/drag the look pad to rotate camera; drag the left/right pads to control and anchor the corresponding hand. The buttons should be dark pill-shaped controls. Make the game responsive, fullscreen, touch-action disabled, and optimized with simple geometry/materials for desktop and mid-range phones. Do not add networking, VR, weapons, health bars, collectibles, or features not described.