Appearance
Arcade › جري الجدران
Click the game above and it runs right here in your browser. No download, no installer, no account needed. brahim_007 zehouani built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about جري الجدران yet. Play it, then tell brahim_007 zehouani what you would add next.
جري الجدران was built by brahim_007 zehouani 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 جري الجدران 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 3D endless-style runner titled "جري الجدران" (Wall Run), presented in Arabic with RTL interface. Use a third-person perspective camera following a human character from behind and slightly to the right, looking down a long straight urban corridor. The scene has a dark navy night background with atmospheric fog, soft shadows, and a muted cinematic color palette: charcoal ground, gray concrete side walls, cyan glowing lane markings and wall stripes, orange-red glowing hazards, and a distant skyline of dark block buildings with small cyan-lit windows. Build the running corridor as a flat road about 18 units wide and very long, with three lanes divided by thin glowing cyan guide lines at x=-2.9, 0, and 2.9. Put substantial parallel walls on both sides around x=-5 and x=5, roughly 7 units high, with narrow upper ledges and periodic cyan stripe details. Add a distant city skyline beyond the corridor, fading into fog. The player is a rigged low-poly/ stylized human 3D character centered near the front of the corridor. The character runs forward automatically; the world and player move along the negative Z direction. Start at x=0, y=0, z=6. Forward speed begins around 9 units/second and gradually increases with elapsed time, capped at about 16. The goal is to survive and travel through the corridor to z=-155, at which point show a completion game-over message in Arabic: "أكملت الممر الحضري!". Display the player's distance in meters, current speed, and state in the HUD. Controls: A/D or left/right arrow keys steer between the three lanes, and equivalent touch controls are fixed at the bottom of the screen as two buttons marked ◀ and ▶. Steering smoothly moves the character toward x=-2.9 or x=2.9, with a center neutral position when neither direction is held. Space or the up arrow, and a large bottom-right touch button labeled "قفز", makes the player jump. Jumping is a single impulse with gravity: launch vertical velocity about 10.8, gravity about 25, and only allow a jump while grounded. Place six visible orange-red rectangular obstacles on the road at these positions: center lane around z=-24, left lane z=-42, right lane z=-63, center lane z=-82, left lane z=-103, and right lane z=-126. Their widths are approximately 1.7–2.2, heights 0.85–1.2, and they are shallow rectangular blocks across the lane. Implement the wall-running mechanic precisely: while airborne, if the player is close to either side wall (absolute x greater than about 4.25) and is actively steering toward a side, attach them to that wall. During wall running, keep vertical velocity around 1.2 and move the character upward at about 1.8 units/second, clamped around y=4.5, for a maximum wall-run duration of about 2.2 seconds. Show the HUD state as "جري على الجدار" while wall running; otherwise show "ركض" on the ground, "في الهواء" while airborne, and "استعداد" before starting. This is not a free camera or combat game: the only actions are forward auto-running, horizontal steering, jumping, and temporary side-wall running. Collision: an obstacle causes failure when the player is above ground but low enough to hit it (roughly y between 0.25 and 1.3), at the obstacle's Z position and within its lane width. On failure, stop gameplay and show a centered Arabic modal card titled "انتهى الجري" with an explanatory message such as "اصطدمت بالحاجز — اقفز أعلى أو انتقل للمسار الآخر." and a button "إعادة المحاولة". Before gameplay, show a centered intro modal card with title "جري الجدران", text explaining that a 3D character runs automatically in an urban corridor and that the player should approach a wall and press left/right while jumping to run on it, a bright cyan button "ابدأ الجري", and the hint "الكمبيوتر: A / D للحركة، Space للقفز — الهاتف: الأزرار أسفل الشاشة". Pressing Enter should also start or restart. Use a polished dark glass HUD overlay over the rendered scene. At the top, show a right-aligned panel with title "جري الجدران" and subtitle "اركض، اقفز، وتعلّق بالجدار". At the opposite top panel, show Arabic labels for distance, speed, and state, with large cyan values, initially distance 0, speed 0, and state "استعداد". Keep the bottom-left touch buttons and bottom-right jump button visible. Style panels with translucent near-black navy backgrounds, thin pale-blue borders, rounded corners, subtle backdrop blur and shadows; use bright cyan for actions and status values. Use a responsive full-screen layout, dark navy page background, Arabic system sans-serif typography, and hide overflow. Include smooth camera follow/lerp, a perspective field of view around 58 degrees, camera positioned approximately (7, 5.4, 10) relative to the start and following the player with a look target ahead and above them. Animate the character with idle on the intro and running/jumping animations during play if a rigged model is available; cast shadows from the character, walls, obstacles, and skyline under directional warm light plus cool ambient/rim lighting.