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Haddon Run

  • 3d
  • driving
  • arcade
  • horror
  • endless
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. William Atwood built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Haddon Run yet. Play it, then tell William Atwood what you would add next.

Make your own game

Haddon Run was built by William Atwood 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 Haddon 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.

Read the build brief for Haddon Run

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 3D arcade driving game titled "Haddon Run". Use a third-person chase camera behind and slightly above a small boxy red car, looking forward over its roof; smoothly follow the car as it turns. The game takes place at night in an eerie, quiet suburban neighborhood with dark blue-black sky, thick blue-gray exponential fog, cold moonlight, warm porch lights, and sparse street lamps. Build a looping neighborhood grid: dark asphalt road strips crossing horizontally and vertically across a large square area, pale gray sidewalks beside them, dark green grass between blocks, simple low-poly houses with varied muted beige/gray/rose facades and dark pitched roofs, front hedges, round-canopy trees, and occasional lamps with small warm glowing bulbs. Include a pale moon in the distant sky. Keep the deliberately minimal low-poly aesthetic and strong nighttime shadows/lighting.

The player drives the red car around the road grid. The car should be a simple modeled vehicle with a red rectangular body, bluish transparent cabin/window block, four black wheels, and forward-facing headlights. Start the player near the center of the neighborhood, facing forward. Arcade driving should feel responsive with light drift: W or Up Arrow accelerates, S or Down Arrow brakes/reverses, A or Left Arrow steers left, D or Right Arrow steers right, and Space applies a handbrake/drift that increases deceleration. The car has a velocity-based speed readout in mph; allow forward speed up to roughly 31 plus gradually increasing difficulty, and reverse to about -10. The world wraps at the outer boundary so leaving one edge brings the car back at the opposite edge, creating an effectively looping neighborhood.

A black/dark stalker car begins behind the player and relentlessly chases it. It should use the same simple car form but nearly black, follow the player with steering toward their position and a slight bias toward the road grid, and become more threatening as difficulty rises. If the stalker is within about 12 world units, gradually fill a danger meter; let danger recover slowly when it falls farther away. If it gets extremely close (about 4.2 units), increase danger much faster and drain the timer faster. End the run when danger reaches 100% or the countdown reaches zero.

Place one clearly visible glowing cyan-blue checkpoint marker in the neighborhood at a time: a large emissive torus/ring hovering around 1.6 units above the road, with a nearby blue point light. It should gently bob and rotate. Put the marker at road-grid nodes and relocate it to another randomized road target after collection, avoiding placing it too close to the player. When the player reaches it, award 100 score points, add 8 seconds to the timer (capped at 99 seconds), and slightly increase difficulty. The initial timer is 60 seconds, score is 0, danger is 0%, and difficulty increases slowly with elapsed time as well as at checkpoints. There is no win state; the goal is to drive, collect markers, survive, and score as high as possible.

Overlay a minimal HUD on top of the 3D view. At the top show the widely spaced uppercase title "HADDON RUN" in bright pale text. Below it show four dark translucent/outlined rectangular stat boxes reading exactly in this format: "Score: 0", "Time: 60", "Speed: 0 mph", and "Danger: 0%" (values update live). Include the instruction text: "Drive the neighborhood. Hit the glowing markers. Don't let the stalker stay close." Place it in a large pale font over the scene. When the game ends, show a centered dark panel with "RUN OVER", the final score, "Tap restart or press R", and a Restart button. R restarts the run, resetting score, timer, danger, difficulty, both cars, and the marker.

Support desktop keyboard controls and responsive mobile touch controls. On coarse/touch devices show large touch buttons with left/right steering buttons on the lower left and GAS, BRAKE, and DRIFT buttons on the lower right, with safe-area padding. A mobile restart button should work on the game-over panel. Add sparse minimal synth audio using Tone.js: a low ambient bass pulse, a short higher beep when a glowing marker is collected, and a lower sound on game over; initialize audio after user interaction. Render with Three.js-style perspective, shadows, fog, emissive marker/lamps, and warm headlights/porch lighting to match the moody screenshot.

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