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Endangered Quest

  • 3d
  • runner
  • educational
  • arcade
  • low-poly
  • endless-runner
0
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How to play

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

Discussion

Nobody has said anything about Endangered Quest yet. Play it, then tell Sadie Heyes what you would add next.

Make your own game

Endangered Quest was built by Sadie Heyes 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 Endangered Quest 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 Endangered Quest

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-playable educational 3D runner titled “Endangered Quest.” Use a clean, colorful low-poly aesthetic rendered with Three.js: a simple chunky purple player avatar made from a cylinder body plus sphere head/feet, viewed by a third-person perspective camera following behind and slightly above the character. The game should open on a dark navy/black setup screen with a centered rounded panel titled “Endangered Quest,” subtitle “Learn endangered species facts — then sprint to protect their habitats,” a player-name text field, Easy/Normal/Hard difficulty selector defaulting to Normal, a checked “Narrator voice (if supported)” option, Start and How to play buttons, plus Shop and Reset Save buttons. Include a small audio-browser tip. The visual UI should use pale blue-white text, translucent dark panels, subtle blue borders, rounded buttons, and a simple modern system font.

The main game is a sequence of three short forward-running 3D levels. The player automatically moves forward along a long rectangular ground path divided into three lanes at x=-2, 0, and 2, while also being able to steer laterally and move forward/backward. Use WASD or arrow keys to move, Space to jump, Shift to dash, E to activate a shield, and P to pause. Keep the player inside approximately three lanes/side boundaries. The camera smoothly follows the player, looking ahead down the path. Build each level from a large simple ground block, faint white lane lines, a dark colored sky/background and fog, floating pickups, moving hazards, and a white translucent finish gate at the end.

Before each level, show a mission briefing/cutscene overlay with a species-specific title, three text pages, Next and Skip buttons, and optional speech narration through the browser Web Speech API. The three missions are: (1) Amur Leopard in a Forest, with facts about its Russian Far East/Northeast China temperate-forest habitat, thick fur and cold winters, and connected wildlife corridors; threats include habitat loss and poaching. (2) Hawksbill Sea Turtle on a Coast, with facts about plastic being mistaken for food, healthy coral reefs, and bycatch; mention illegal shell trade, fishing bycatch, and plastic pollution. (3) Black Rhino in a Savanna, with facts about rhinos as “mega-gardeners,” conservation organizations/policies reducing poaching, and biodiversity resilience; mention poaching and anti-poaching/protected-area/community conservation.

During play, place a mixture of floating rotating gold torus-shaped Eco-Coins and cyan glowing faceted Fact Orbs at intervals along the path, with mostly coins and occasional fact orbs. Collecting a coin grants Eco-Coins (normally 3, modified by difficulty); collecting a Fact Orb displays a temporary on-screen “Fact:” toast containing one of the current species’ educational facts. Add chunky pink/red glowing cube hazards spaced down the course; hazards move side-to-side across the path and collide with the player. A hit loses one life and respawns the player somewhat backward with brief invulnerability; if a shield is active, it absorbs one hit instead. Finish by reaching the white gate and award a level-completion coin bonus: +20 on level one, +28 on level two, and +36 on level three.

Show an in-game HUD overlay: player name, Level number, current Species, Lives, Eco-Coins, an Energy bar, and a control hint reading “Move: WASD/Arrows • Jump: Space • Dash: Shift • Shield: E • Pause: P.” Energy regenerates over time. Dash consumes 18 energy, gives a short forward burst and brief invulnerability, and has a cooldown; Shield consumes 26 energy and protects against one hit for a limited duration. The persistent Shop should allow spending saved Eco-Coins on exactly these upgrades: “Max Energy +20” (up to 180), “Dash Cooldown -20%” (stackable until the cooldown multiplier reaches 0.45), “Extra Life (per run)” (stackable up to five), and “Coin Magnet” (one-time upgrade that increases pickup attraction radius). Save coins and upgrades in browser localStorage, and include Reset Save.

Implement difficulty differences: Easy starts with 5 lives, slower hazards and 1.25x coin rewards; Normal starts with 3 lives, standard hazards and coin rewards; Hard starts with 2 lives, faster hazards and 0.9x coin rewards. Extra-Life upgrades add lives at the beginning of each run. A run begins at level one, advances through the three species via level-complete screens and Next buttons, and can route to the Shop or Main Menu. At zero lives show a Game Over screen stating the run’s collected coins and offering retry/menu options; coins persist. After the final level, allow returning to the menu and announce mission completion. Include pause overlay buttons for Resume, Shop, and Main Menu. Add simple optional looping jungle-like synthesized background music and short synthesized sound effects for pickups, jumps, hits, powers, and completion, starting after a user interaction to satisfy browser audio rules. Ensure the renderer resizes with the window and the game runs smoothly at approximately 60 FPS.

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