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Arcade › Hangar Rush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mary Lock built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Hangar Rush yet. Play it, then tell Mary Lock what you would add next.
Hangar Rush was built by Mary Lock 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 Hangar Rush 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 third-person game titled “Hangar Rush.” The player controls a small stylized mechanic on foot inside a large enclosed aircraft hangar and must fix a passenger jet before departure. Use a cinematic orbiting follow camera: the mechanic is visible in the scene, the camera is a perspective camera positioned behind/above the player, and the player can orbit it horizontally and vertically with mouse dragging on desktop or a right-side touch swipe. Keep the camera focused on the mechanic and constrain it to a practical third-person angle. Scene and art direction: build a large glossy industrial hangar with a dark blue-gray reflective metallic floor, tall pale blue-gray side and back walls, a ceiling, dark structural vertical beams, an open-looking hangar-door area at the far end, yellow floor lane/hazard stripes, stacked dark crates along one side, and translucent monitor panels on the other. The lighting should feel cinematic and cool: blue ambient light, soft shadows, fog, reflective physically based materials, filmic/high-dynamic-range tone mapping, and small floating ambient dust/spark particles. Add bright linear ceiling lights. The background visible through/around the hangar entrance should have a cool sky-blue tone. Place a large stylized passenger jet in the middle of the hangar, oriented lengthwise. Model it from simple polished forms: a long light gray/white cylindrical fuselage, blue cockpit glazing, broad wings, tailplane, a blue vertical tail fin, two blue-accented cylindrical jet engines beneath the wings, and three landing-gear wheels. It should cast and receive shadows. The player is a compact low-poly mechanic with a bright cyan-blue jacket/body, orange head and arms, dark visor, and dark legs, standing at floor level near the hangar entrance/start area. Core gameplay: start with a modal instruction panel over the scene titled “Hangar Rush,” explaining “Move the mechanic to each glowing marker and hold repair until the plane is flight-ready.” Show desktop controls as WASD, mouse drag, E, Shift and phone controls as left joystick, right swipe, REPAIR, SPRINT. Include a blue rounded “Start Shift” button. On starting, hide the modal, begin a 180-second countdown, and place the mechanic near the front/right side of the hangar. The win condition is repairing all five aircraft systems before the timer reaches zero; if time expires first, show a loss modal. On winning, show “Plane Fixed” and report that all 5 systems were restored, remaining time, and score. On loss, show “Shift Over” and report repairs completed and score. Include a Restart Shift button on either result. Create exactly five repair zones attached to/near the aircraft, each represented by a conspicuous colored glowing vertical beacon, floating orb, and rotating emissive ring on the floor. Use these repair locations and labels: Nose Avionics near the nose/front landing gear; Port Engine at the engine on one side; Starboard Engine at the opposite engine; Main Gear near the main landing gear; Tail Controls near the tail fin. The markers should pulse/bob subtly and glow in cyan, green, yellow, or magenta according to the system. Only the nearest incomplete repair is the active target. The HUD objective should say “Reach [name] ([distance]m)” while outside its interaction range, and when within roughly 2.35 meters say “Hold repair on [name] — [percent]%.” The player must remain close and hold E on desktop or the REPAIR touch button on mobile for about 2.1 seconds continuously to complete the active repair. Show repair progress through the objective percentage; progress increases while held, and gradually drains when the player stops holding or leaves range. When completed, hide that marker, add 250 score, increment the repair count, and direct the player toward the next nearest glowing marker. Do not add combat, enemies, inventory, weapons, or extra mission types. Movement: WASD or arrow keys move the mechanic relative to the current camera direction; normalize diagonal movement. Base speed is about 7.2, and holding either Shift key or the SPRINT touch button multiplies it by about 1.65. Rotate the mechanic to face movement direction. Keep the player inside the hangar bounds, approximately x -34 to 34 and z -26 to 27. On phones provide a left virtual joystick for movement, a right touch region for camera orbit, and large REPAIR and SPRINT hold buttons. HUD: use translucent dark navy glass-like rounded panels with subtle borders and blur over the 3D view. At the top show the title “Hangar Rush” and subtitle “Fix the jet before departure.” Show a status panel with “Time” starting at 180, “Score” starting at 0, and “Repairs” starting at “0 / 5.” Show a wide objective panel such as “Reach a glowing zone and hold repair.” Keep a small faint circular crosshair at screen center on desktop. On coarse/touch devices show the virtual controls near the bottom, with a blue joystick at lower left and green REPAIR plus dark/neutral SPRINT pill buttons at lower right. Use crisp white text with blue accent labels and a polished dark-blue UI matching the cinematic hangar.