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Arcade › Grove Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ripan Saha built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Grove Run yet. Play it, then tell Ripan Saha what you would add next.
Grove Run was built by Ripan Saha 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 Grove 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 3D collection-and-avoidance game titled “Grove Run” (HUD title: “MIA’S GROVE RUN”). Use Three.js-style real-time 3D rendering with a dark teal atmospheric background and fog. The playable character is Mia, loaded from the supplied rigged model asset `assets/Rig_model_mia.glb`; place her in the world as the player avatar, scaled up slightly, with an idle animation if the model provides one, and have her cast shadows. Use a follow/third-person camera positioned about 6 units behind the player, aimed at the player, with a perspective view. The player begins near the front/southern side of the play area at approximately world position (0, 0.05, 9). Build a simple grove arena: a large dark green square ground plane/box, with a broad brown earthen circular path/clearing centered in the arena and vertically flattened/elongated. Surround the clearing with stylized low-poly trees: brown tapered cylindrical trunks and faceted green roughly spherical/icosahedral crowns, placed around the perimeter and farther background. Use soft shadows, warm directional sunlight, cool fill/rim lighting, and fog fading into the deep teal background. Keep the visual style low-poly, colorful, and lightly atmospheric. The goal is to collect all 8 glowing green grove sparks. Represent each spark as a small pale-green faceted icosahedron with bright green emissive glow, floating around y=1 and gently bobbing while rotating. Place the eight collectibles at these world x/z coordinates: (-6,5), (5,4), (-3,-1), (4,-4), (-7,-8), (7,-9), (-1,-10), and (0,1). When Mia comes within roughly 1.25 world units of a spark, hide/remove it and increment the collection count. The game is won immediately when all 8 sparks are collected. Add six red thorn hazards as faceted red cones, each about 1.5 units tall and 0.55 radius, at x/z coordinates (-4,7), (4,7), (-6,-3), (6,-2), (-2,-6), and (2,-7). They should rotate slowly and have a dark red emissive accent. If Mia comes within roughly 1.05 units of a thorn, end the run immediately with a loss. Do not add combat, enemies, weapons, health, or other mechanics: the only interactions are movement, jumping, spark collection, and thorn avoidance. Movement must support WASD and arrow keys, with a Shift modifier for running and Space for jumping. Use gravity and a jump arc; movement should be third-person character locomotion with a normal speed around 4.8 and jump speed around 8. Allow the camera to follow the moving player around the arena. Stop active gameplay after either winning or hitting a thorn. Create a fixed responsive HUD over the 3D view. At the top left, show a dark translucent rounded card with a thin muted-green border, the title “MIA’S GROVE RUN,” and the instruction “Collect the green sparks. Avoid the red thorns.” At the top right, show a matching card with a large counter initially reading “0 / 8” and the status “Find the grove.” Update the counter as sparks are collected. On victory, change the status to “Grove restored”; on failure, change it to “Run ended.” While playing, show a bottom-center pill-shaped hint reading “WASD / arrows to move · Shift to run · Space to jump.” When all sparks are collected, display a centered translucent message card with the heading “GROVE RESTORED,” text “Mia collected every spark. The grove is glowing again.”, and a rounded “Play again” button. When a thorn is touched, display the same style of card with heading “THORNS GOT YOU,” text “A thorn caught Mia. Try a different route.”, and the same “Play again” button. Hide the movement hint once the run ends. The play-again button should reset/reload the complete game state, restoring all sparks and resetting Mia and the counter. Make the interface mobile-friendly and preserve the dark teal/green, clean system-font presentation shown in the reference.