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Arcade › Free Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. James Rosolen built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Free Run yet. Play it, then tell James Rosolen what you would add next.
Free Run was built by James Rosolen 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 Free 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 third-person/top-down 3D free-roam game titled “Mia’s Free Run.” The scene is a large, completely flat square terrain (about 80 by 80 world units) with a matte dark blue-teal surface, surrounded by a dark navy background and subtle distance fog. Use a simple stylized presentation with soft shadows, cool blue ambient/rim lighting, and a warm directional key light. Keep the world open and uncluttered: the implemented game has no enemies, obstacles, collectibles, combat, or level geometry beyond the terrain and the player’s spawn marker. Place the supplied humanoid character asset Rig_model_mia.glb at the center as the playable avatar, scaled to about 1.35, standing slightly above the ground. Mia is a detailed beige/tan female humanoid rig with long hair and a muscular/fantasy-styled body. Enable the model’s cast and receive shadows. Put a bright cyan-blue circular ring marker beneath her at spawn, made from a thin ring with a slightly transparent emissive/basic appearance; it lies flat on the ground and slowly rotates around the vertical axis. Use a trailing elevated third-person camera in a top-down style: perspective camera, initially around position (0, 5, 9), following/targeting Mia from behind and above at roughly distance 9. The camera should frame Mia in the lower-middle foreground and show the open terrain ahead. Use a 55-degree perspective field of view, dark navy fog beginning around 22 units and fading by 70 units, and resize responsively for desktop and mobile. The only gameplay mechanic is free movement over the flat terrain. Support arrow keys and WASD for left/right/up/down movement. Movement speed is approximately 5.2; the avatar uses the top-down control mode and remains grounded—jumping is disabled (jump speed 0), despite the on-screen wording not offering a jump control. Include touch controls on mobile through the control system, with a translucent circular touch control visible near the lower-right as in the reference screenshot. While moving, select a run animation when the movement state is “run,” or a walk animation when appropriate; otherwise play an idle/standing animation from the GLB’s embedded clips. Do not add jumping, falling, stamina, attacks, hazards, or collision challenges. Add a fixed dark translucent HUD overlay. Center a rounded, lightly bordered pill near the top with the yellow title “MIA’S FREE RUN” and a simple status label “Free run”; do not implement a score or countdown because the actual mechanics contain no scoring or timer. Near the bottom center, show a compact translucent hint panel reading: “Left / right / up / down or WASD to move on the flat terrain · touch controls on mobile”. Include a hidden centered modal/pause-style message that can be shown with the heading “Free run,” explanatory text “Use the arrow keys or WASD to move Mia across the flat terrain.” and a yellow “Resume” button; clicking Resume resets Mia to the center, hides the message, and resumes movement. Keep the interface dark navy with white/light-blue text, yellow accent title/button, rounded corners, and a clean modern system sans-serif style. Render with antialiasing, soft shadows, ACES-style tone mapping, and a restrained low-poly/stylized 3D aesthetic.