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Crabber's Crew

  • 3d
  • endless-runner
  • arcade
  • lane-runner
  • ocean
  • mobile
0
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5 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. curtis miller built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Crabber's Crew yet. Play it, then tell curtis miller what you would add next.

Make your own game

Crabber's Crew was built by curtis miller 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 Crabber's Crew 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 Crabber's Crew

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 colorful 3D third-person ocean-lane endless runner titled "Crabber's Crew". Use a fixed perspective camera behind and slightly above the player, looking forward down a long scrolling sandy causeway. The scene has a bright sky-blue background with matching blue fog, strong soft shadows, a sunny stylized low-poly/cartoon look, and shallow blue ocean planes on both sides of the sand track. The runway is about three lanes wide, with three discrete lane centers at left, center, and right; visually mark the lanes with short pale divider stripes. Add docks along alternating sides in the distance and a gold treasure chest near the far end of the visible causeway.

The player is a custom bright red cartoon crab at the near end of the track. Build it from simple rounded geometry: a flattened red body, lighter orange belly, six legs, two eye stalks with white eyes and black pupils, two raised side claws with forked tips, and a blue scarf around its body. The crab smoothly moves toward one of three lanes rather than moving freely. Keyboard controls: Left Arrow or A shifts one lane left, Right Arrow or D shifts one lane right, and Space (also Up Arrow) jumps. Include large mobile/touch controls at the bottom: left and right arrow buttons grouped on the lower-left and a large JUMP button on the lower-right. Keep the controls translucent dark teal-blue with rounded corners and a subtle lower inset shadow.

Implement a forward runner loop: the crab stays near the camera while the track, hazards, and pickups move toward it from far ahead. Start the run automatically. Gradually increase travel speed from about 10.5 to a maximum of 18 based on distance. Award continuously increasing score while running and track distance in meters. The crab can jump with upward velocity and gravity, and jumping is needed to clear low rolling hazards. Lane switching should smoothly damp toward the selected lane.

Spawn hazards ahead in random lanes at roughly 0.6–1.05 second intervals adjusted for speed. Use three hazard types: rolling pale striped shells/cannonballs, brown barrels, and stylized sharks. Load pirate-themed 3D assets when available: a shark, cannonball, and barrel from a pirate kit; if an asset fails, show simple fallback geometry, especially a pale shell-like rounded object with three brown raised stripes. Hazards move toward the player, rotate as they approach, and a collision in the same lane and close depth costs one health. Sharks bob slightly and can be avoided by jumping; ordinary shells/barrels require a lower jump clearance. Give the player 3 health, show invulnerability flashing briefly after a hit, and end the run at zero health with the message "Crabber got washed out!".

Periodically spawn friendly pirate pickups in random lanes, using a stylized pirate character asset when available, with a glowing green torus at its feet. Collecting one while close in depth and lane increases crew by 1 and adds 180 score; display messages such as "A friend joins Crabber!" and "Crew +1!". Friends and hazards disappear once they pass the player.

After the crab has traveled more than about 520 meters, stop normal hazard/friend spawning and bring in the boss Catfisher. Use a large pirate captain asset when available, add two small dark cat ears to its head, and add a glowing red danger ring on the ground. The boss approaches in the center area while moving side-to-side. The HUD should change to show Boss HP: 3/3 and the instruction "Jump into Catfisher with 3+ crew". The player defeats the boss only by jumping into it while carrying at least 3 crew: each successful airborne ram removes 1 boss HP and consumes 1 crew, then knocks the boss back. Three successful hits end the run with "Catfisher defeated! Crew wins!" and award 1200 plus 120 per remaining crew. Contacting the boss without enough crew or without being high enough costs health and displays an explanatory message. If the boss passes the player while the player has at least 3 crew, count the boss as defeated; otherwise end with "Catfisher escaped with the catch!".

Create a fixed HUD over the canvas. At the upper-left place a translucent dark blue rounded panel showing three lines: Health with filled/empty heart symbols, Crew and Score, and Distance in meters. At the upper-right show contextual mission text: during normal play, "Find friends, dodge shells and sharks" followed by "← → / A D lanes • Space jump"; during the boss, show boss HP and the jump/crew instruction. Center temporary oversized bold white messages with a dark text shadow, including startup, pickup, hit, boss, and game-over messages. Show a hidden-until-game-over rounded orange "Run again" button around the lower center; tapping it or pressing R restarts health, score, crew, distance, boss state, and objects. Add light impact sound effects for jumps, hits, and collections, subject to browser audio unlock on first interaction. Use soft shadows, fog, ambient hemisphere light, and directional sunlight to preserve the cheerful toy-like visual style.

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