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Arcade › Crystal Run
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Crystal Run was built by avoid calling 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 Crystal 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 playable third-person 3D collection game titled “Mia: Crystal Run.” Use Three.js or an equivalent real-time 3D engine, with a dark futuristic arena viewed by a camera that follows the player from behind at roughly 7 units distance. The world should have a dark navy background with atmospheric fog, bright cool lighting, soft shadows, and a circular low-poly arena floor: a broad dark blue-gray cylinder/disc with a glowing cyan torus around its outer edge. Keep the scene uncluttered and readable against the dark environment. The player is Mia, represented by the provided humanoid rig/model asset `assets/Rig_model_mia.glb`, placed near the edge of the arena at the start (approximately world position 0, 0.2, 8), scaled to a clearly visible size. Load and display the model with cast and receive shadows, and play its available idle animation if one exists. Give the player standard third-person movement: WASD or arrow keys move around the arena, Shift makes her run faster, and Space jumps. Also provide touch controls on mobile. Use movement speed around 5.2, jump speed around 8, gravity around -22, and prevent the player from leaving the circular arena boundary if the engine’s third-person controller supports boundaries. Place exactly eight collectible cyan crystals distributed around the arena at these approximate ground-plane coordinates: (-9, 2), (-5, -5), (0, -7), (7, -5), (10, 1), (6, 8), (-2, 9), and (-10, 7). Each crystal is a small glowing cyan/blue faceted octahedron, hovering just above the floor at about y=0.65. Animate each crystal with continuous Y-axis rotation and a subtle vertical bobbing motion. When Mia comes within about 1.35 world units, collect the crystal, hide/remove it, and increase the collection count by one. The win condition is collecting all eight crystals. Add exactly five stationary pulse hazards at approximately (-7, -1), (2, -2), (8, 5), (-2, 4), and (4, 10). Render them as larger faceted pink/red glowing icosahedron-like objects hovering around y=0.85. Animate their X and Y rotation plus a subtle vertical pulse/bob. If Mia comes within about 1.4 units of a hazard, deduct 3 seconds from the remaining timer (never below zero) and reset her vertical position to approximately y=0.25; do not add health, lives, combat, or enemy pursuit. The round starts with a 45-second countdown. The HUD is an HTML overlay on top of the game: at the upper left, show a rounded translucent dark panel with cyan border styling and the title “MIA: CRYSTAL RUN”; at the upper right, show “Crystals: 0/8” and “Time: 45s,” updating continuously as crystals are collected and time passes. At the bottom center show the control hint: “WASD / arrows to move · Shift to run · Space to jump · touch controls on mobile”. Use a polished minimal interface with white text, pale cyan accents, rounded panels, subtle blur/transparency, and no unnecessary meters. While the round is active, continuously decrease the timer using elapsed time and end the game when it reaches zero unless all crystals have already been collected. On success, show a centered translucent message panel with the heading “Crystal clear!”, body text “Mia collected every crystal.”, and a “Play again” button. On timeout before all eight are collected, show the heading “Time ran out”, body text “Collect all 8 crystals before the arena closes.”, and the same button. The button should restart the game from the beginning, resetting the timer, score, player, crystals, and hazards. Keep the camera, lighting, fog, glowing crystal colors, and dark cyan/pink neon contrast visually close to the supplied reference: the initial view is mostly a dark navy screen with the top HUD visible, and the 3D arena and objects should emerge clearly as the camera looks toward the player and arena.