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Arcade › Helmet Run

Helmet Run

  • 3d
  • platformer
  • shooter
  • side-scrolling
  • arcade
  • cartoon
  • mobile
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. Lailani Smith built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Helmet Run yet. Play it, then tell Lailani Smith what you would add next.

Make your own game

Helmet Run was built by Lailani Smith 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 Helmet 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 Helmet 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 “Helmet Run” as a browser-playable 3D side-scrolling platform shooter using a simple colorful low-poly/cartoon style. Use a perspective camera looking across a 2.5D horizontal world: gameplay happens on the X/Y plane with objects arranged at Z=0, while the camera follows the hero from behind/front at a distance and smoothly tracks to the right. The hero is a chunky small cartoon humanoid: red rectangular shirt/body, blue capsule-like pants and dark blue boots, tan head and arms, bright green domed helmet with a wide brim, tiny black eyes, and a small angry-face helmet/hero badge visible on the back. The hero holds a dark hand blaster pointed in the facing direction. Animate a subtle running leg/arm swing and slight bob.

Core loop: start with 3 HP, run right through three stages, jump across separated floating platforms, collect glowing yellow octahedron/star collectibles for 10 points each, shoot and destroy every patrolling robot, then reach the red flag at the end of the first two stages. The third stage has no flag: defeat the large boss to win. When the player falls below the map, remove 1 HP and respawn them near that stage’s start with upward recovery; collisions with enemies, enemy projectiles, and traps also cost 1 HP, briefly make the player invulnerable/blink, knock them back, and create red particle bursts. At 0 HP show a “Mission Failed” retry overlay that reloads the current stage while retaining score behavior. Completing stages shows a stage-clear overlay and advances to the next stage while healing back to 3 HP; after the boss, show a final “Boss Busted” overlay with the total score and a Play Again option.

Controls must work on both mobile and desktop. Provide bottom-left left/right buttons and bottom-right circular green jump and red shoot buttons, plus a top-right pause button. Desktop keyboard: A/D or Left/Right arrows move; W, Space, or Up jumps; J, K, or X fires; P pauses. Jumping is responsive and permits one additional double jump while airborne. Movement accelerates toward a horizontal speed of about 8.8, gravity pulls downward, and the player can face either direction. Holding shoot repeatedly fires large glowing orange/yellow spherical blaster bullets about every 0.18 seconds; show a bright muzzle flash and a small camera shake. Bullets travel horizontally, disappear on platforms or after a short lifetime, destroy ordinary bots in one hit, and damage the boss by one health each hit.

Build three authored stages with distinct themes, platform layouts, enemy rosters, and colors:
1) “Prank Plains”: bright sky-blue background/fog, green rolling hills, dark green distant ground, brown dirt platforms with vivid green grass tops. Use a start platform around x=6 and a sequence of raised/separated platforms progressing to x≈90, with six colorful patrolling cube robots (purple, orange, pink, teal, magenta, lime). Include one fake troll platform around the early-middle route: it looks like a normal grassy platform, wobbles when landed on, then drops/falls and spins after a short delay, with the taunt “TROLL’D — that floor was fake.” Include one spring-loaded boxing-glove trap in the middle route.
2) “Meme Mountain”: warm orange/tan sky and fog, brown/orange hills and dark brown ground, orange grass-topped dirt platforms, and a longer/higher sequence extending to about x=108. Use seven colorful patrolling robots and longer jumps/higher platforming. Include one fake falling platform and two spring boxing-glove traps at different points. Use funny taunts such as “Nice jump. Shame about the platform.”, “Left hook of comedy.”, and “You really walked into that one.”
3) “Boss Bunker”: dark purple sky/fog, deep violet hills and very dark purple ground, purple grass-topped platforms, and a route extending to about x=110. Include three ordinary bots before the boss and one glove trap. At the far arena, create a large imposing dark-metal robot boss: wide rectangular torso, legs and feet, magenta dome/head, glowing yellow horizontal eye, shoulder piece, and a large side cannon with a glowing muzzle. The boss patrols horizontally between roughly x=84 and x=103, has 14 HP, and is shown in the HUD as “Boss 14/14” (updating as damaged). It periodically fires aimed glowing pink/red projectiles toward the player: use two shots in a spread normally and three shots in a wider spread when below about 45% health, with a faster firing interval and higher projectile speed in rage mode. On boss death, hide it, trigger large pink and yellow explosion particle bursts, award a bonus score, taunt the player, and finish the game.

Ordinary enemies should be small floating/boxy robots with a colored cube body, white glowing horizontal eye, antenna stalk, and yellow orb tip. They patrol back and forth around their starting point, bob gently, rotate to face direction, and can collide with the player. Enemy shots are small glowing colored spheres with slight gravity, collide with platforms, and damage the player. Platforms are rectangular blocks with brown/dark bases and contrasting thin grassy tops; collision is only from above, and fake platforms become inactive and visibly fall away. The boxing traps consist of a dark mounting block, metal spring, and red/pink rounded glove. When the player comes within a trigger range and appropriate height, the glove extends outward, displays a taunt, and knocks the player back/up if hit; after the punch it retracts and cools down before rearming.

Use a bright stylized 3D presentation: Three.js-like meshes with smooth low-poly spheres/capsules/boxes, strong directional sunlight, soft shadows, hemisphere ambient lighting, colorful atmospheric fog, and distant rounded hill silhouettes. In the blue first stage include several soft white three-puff clouds drifting slowly across the sky; maintain the same cloud decoration with stage-specific color themes. Give platforms, characters, bots, boss, flag, collectibles, shots, and traps cast shadows where appropriate. Use glowing/emissive materials for bullets, robot eyes, boss eye/cannon, collectibles, and muzzle flashes. Add explosion particles for jumps, collecting stars, shooting impacts, robot destruction, trap/player damage, fake-platform failure, and boss defeat; use camera shake for firing, hits, damage, and larger explosions.

HUD must be fixed over the game with dark translucent rounded pills: left/top shows “HP 3” (or current HP), center shows “Score 0” (or current score), and additional pills show “Stage 1/3” and either “Bots 0/6”/current kills or “Boss 14/14”. Put the pause icon button below the top bar on the right. Show a centered dark translucent modal at startup titled “Helmet Run”, describing the three stages and controls, with a gold Start Mission button. Reuse centered modal overlays for Paused, Mission Failed, Stage Clear, and Boss Busted. Display short dark rounded taunt banners near the lower center above the controls for prank messages, double-jump feedback, bot defeats, boss attacks, and boss defeat; fade them out after a couple seconds. Make the interface responsive for portrait mobile screens, with safe-area spacing and large touch targets, while also allowing keyboard play.

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