Skip to content

Arcade › Gang Escape

Gang Escape

  • 3d
  • third-person
  • endless-runner
  • obstacle-course
  • arcade
  • low-poly
0
Remix it Discord

6 plays

How to play

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

Discussion

Nobody has said anything about Gang Escape yet. Play it, then tell Mahesa Suro what you would add next.

Make your own game

Gang Escape was built by Mahesa Suro 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 Gang Escape 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 Gang Escape

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.

Recreate a playable Three.js-style third-person endless runner called “Gang Escape.” Build a long, narrow urban alley/corridor extending forward along the negative Z axis. The player is a small low-poly/blocky humanoid character viewed from behind, centered near the bottom of the screen; use a blocky character model with a gray head/hair area, warm orange/tan torso and arms, and teal/green lower clothing, scaled to fit the corridor. Use a perspective third-person camera following the player from behind and above, with a roughly 62-degree field of view and a follow distance of about 6 units.

The environment is dark and moody: a dark charcoal asphalt road about 5.6 units wide, tall solid building walls on both sides, fog fading into a nearly black vanishing point, cool blue-gray ambient/directional lighting, and soft shadows. The left wall is brown-gray and the right wall is blue-gray. Place repeated cyan-blue rectangular windows high on both walls and short orange/yellow hazard/drain strips along both road edges at intervals. Add a few dumpsters as urban set dressing along alternating sides farther down the alley. Keep the art style low-poly/blocky with simple colored materials, subtle emissive hazard colors, and no detailed textures required.

The core mechanic is running forward while dodging hazards. Let the player move laterally and along the corridor with WASD or an on-screen joystick-compatible control scheme; SHIFT makes the character run faster, and SPACE jumps. Use gravity and a jump impulse so the player can jump over low obstacles. The player starts at approximately x=0, y=0.05, z=2, and movement is handled as a third-person character controller with about 5.2 move speed, jump speed 8, and gravity -22. The corridor contains repeated obstacle sections roughly every 9 units beginning around z=-10. Cycle these obstacle patterns down the alley: (1) two small dark trash blocks offset left/right plus a dark shadow strip, (2) two shallow blue-green puddles and a leaking horizontal pipe on the left wall, (3) a central moving crate/motorcycle-block style obstacle that oscillates side to side, (4) an orange crate and a vertical glass obstacle, (5) red explosive barrels, (6) three narrow blue glass shards/blocks spread across the lanes, and (7) four small yellow flying bee-like hazards arranged across the path. Use simple primitives: dark cubes for trash, shallow flat boxes for puddles, orange cubes for crates, red cylinders for barrels, translucent cyan boxes for glass, and small yellow cylinders for bees. The moving central obstacle should oscillate horizontally; bees should drift side-to-side and bob vertically.

Detect collisions when the player is close to an obstacle (approximately horizontal distance under 0.75 and forward distance under 0.9) and is not sufficiently airborne (player y below 1.2). Each distinct obstacle can damage the player only once. On a hit, subtract one shield point and briefly show a translucent red full-screen flash. Start with SHIELD 3. When shield reaches zero, stop gameplay and show the game-over hint “ROBOT TERTANGKAP — tekan R untuk ulang”; pressing R reloads/restarts the game. There is no separate victory screen: continuously score distance/time while running, and when the player travels past about z=-80, wrap/reset the player back to z=2 so the run can continue.

Add a fixed HUD over the canvas. At the top left show the cyan title “GANG ESCAPE.” At the top right show three stacked white labels and values: “RANK 1”, “SCORE 0” (score should increase continuously at about 10 points per second and display its integer value), and “SHIELD 3”. Rank starts at 1 and increases based on progress, using approximately 1 + floor(max(0, -playerZ) / 35). At the bottom center show a dark translucent rounded rectangular instruction panel with a thin gray border and the exact text “WASD / joystick: bergerak • SHIFT: lari • SPACE: lompat”. Use responsive typography, a dark background, white/cool-blue HUD text with black shadowing, and preserve the HUD while the camera moves. Make the game fill the viewport with no scrolling and update the camera on resize.”

More free browser games

Browse the whole Arcade →