Mira Reyes
oh the upgrade/base screen is doing a lot haha, but the overlap on the commander bonuses text would trip me up a bit. are you planning to tighten that card spacing on mobile?
Arcade › Dino Rush: Evolution
Run through gates to boost your hunter, collect coins and DNA, and blast through dinosaur packs on the way to boss fights. Between runs, upgrade your base, research stronger gear, and evolve your squad for tougher maps and weather.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Google zzz built it with Cinevva, so it works on a phone or a tablet too.
oh the upgrade/base screen is doing a lot haha, but the overlap on the commander bonuses text would trip me up a bit. are you planning to tighten that card spacing on mobile?
Cool, simple, but cool
Dino Rush: Evolution was built by Google zzz 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 Dino Rush: Evolution 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 3D runner game with meta-progression called "Dino Rush: Evolution". The game has two main modes: a home base and auto-runner missions. **Camera & Perspective**: Third-person 3D perspective using Three.js. In the base, the camera orbits slowly around a circular island platform at an elevated angle showing buildings arranged in a ring. During missions, the camera follows behind and above the player character at a dynamic angle, tracking left/right movement smoothly. **Art Style**: Low-poly stylized 3D with flat-shaded materials, bright colors, and simple geometric shapes. Characters are Quaternius-style animated soldiers and dinosaurs. Environment uses modular Kenney-style buildings, palm trees, and geometric terrain. Strong color-coding for UI elements and gate types. **Home Base Scene**: - Circular island platform with central command tower (house model) - Six buildings arranged in a ring: Research Lab, Barracks, Weapon Factory, DNA Lab, Medical Center, Power Station - each with glowing beacon sphere on top that bobs - Garage hub with vehicle display pad showing selected vehicle rotating on a platform with floating service drone - Palm trees scattered around perimeter - Animated hero soldier standing on pad - Three tabbed UI panels: Base (buildings), Research, Garage, plus Records tab - Top HUD shows coins (🪙), DNA (🧬), XP stars, and energy (⚡) - Each building shows icon, level, description, upgrade cost in coins + DNA - Research tab shows 5 research types (Ballistics, Recruitment, Bio Armor, DNA Synthesis, Boss Breaker) with tier levels - Garage tab shows 6 vehicles (Jeep, Buggy, Truck, Armored Truck, Tank, Hover Vehicle) with unlock requirements, level, durability meter, paint color options, and skin variants - each vehicle has unique bonuses displayed **Mission/Runner Gameplay**: - Auto-forward movement through 3-lane track (left/right control only via arrow keys, A/D, or drag) - Player controls squad leader soldier (running animation, faces backward toward camera) - Weapon model attached to character, glowing evolution aura ring at feet - Formation of follower soldiers trail behind (max 5 visible, different colors) - Track is modular segments with grass sides, palm trees along edges - Final arena is glowing teal circular platform for boss fight **Gates System** (color-coded vertical rectangles spanning lanes with floating text labels): - Green gates: +Hunters (recruit units) - Purple gates: x Multiplier (multiply squad size) - Blue gates: +Weapon level (damage boost) - Cyan gates: DNA multiplier - Orange/red gates: +Health - Yellow gates: Evolution (upgrade to next stage: Hunter→Elite→Super→Cyber→Legend) - Pink gates: Risk (bonus units but lose health) - Gates appear in pairs across different lanes, forcing choices **Collectibles** (rotating, bobbing objects): - Gold coin toruses (🪙) - Cyan DNA octahedrons (🧬) - Spawn in lanes, auto-collect on contact **Enemies**: - Animated dinosaur models in different colors/scales for types: Raptor (green), Triceratops (orange), Stego (blue), Pterosaur (purple, flies), Fire (red), Poison (lime), Mutant (pink), Boss (large red) - HP bars float above each enemy - Boss has large HP bar, special label, appears in final arena - Enemies chase player, deal contact damage in pulses with ring flash effects - Defeated enemies fade and disappear **Combat**: - Auto-fire system targets nearest enemy - Blue/colored projectile spheres shoot from player weapon toward enemies - Fire rate scales with squad size and upgrades - Damage numbers calculated from weapon level, evolution stage, squad size - Critical hits possible, boss damage multiplier applies **HUD During Mission** (top bar): - Hunters count - Weapon level - Evolution stage name - Health value - Progress bar showing % completion **Weather System** (changes sky color, fog, lighting): - Sunny: bright blue sky - Rain: gray sky with falling particles - Storm: dark sky, heavy rain particles - Fog: misty gray, reduced visibility - Night: dark blue/black sky, dim lighting - Ash: brown sky with falling ash particles **Progression & Meta Systems**: - Commander profile showing level, region, mission number, vehicle - Six buildings to upgrade (each level increases starting bonuses) - Five research tracks to unlock (tier-based, provides permanent buffs) - Six vehicles to unlock and upgrade (Jeep unlocked, others require mission progress + resources) - Vehicle customization: paint colors (3 per vehicle), skins (3 per vehicle) - Vehicle durability system (degrades, costs coins to repair) - Achievement system with rewards (First Blood, Raptor Sweeper, Boss Buster, etc.) - Daily login rewards with streak counter - XP and leveling system - Region progression through different biomes **Mission Structure**: - Selected from mission brief card showing region, boss name, starting squad, weather - "Start Mission" button begins runner - Auto-advance through gates, collect resources, fight enemy waves - Reach boss arena, defeat boss to win - Lose if health reaches zero - Victory/defeat overlay shows rewards earned (coins, DNA, XP) - Return to base to spend resources **Controls**: - Mission: Left/Right arrow keys, A/D keys, horizontal mouse drag, or on-screen left/right buttons - Base: Mouse clicks on UI elements, tabs, upgrade buttons **Resources**: Three currencies - Coins (primary), DNA (secondary), Gems (premium). Energy system limits mission starts. **Win Condition**: Successfully reach and defeat the boss dinosaur at the end of each mission track while maintaining squad health above zero. The game loop: Upgrade base buildings and research → Select vehicle and loadout → Start mission → Navigate gates to grow squad → Collect resources → Fight dinosaurs → Defeat boss → Return with rewards → Repeat with stronger stats.