Arcade › Hiroshima Shelter Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. casper.scanlon built it with Cinevva, so it works on a phone or a tablet too.
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Hiroshima Shelter Run was built by casper.scanlon 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 Hiroshima Shelter 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 simple low-poly 3D third-person browser game titled “Hiroshima Shelter Run,” set on a quiet, stylized city street during a historical emergency. Use a Three.js-like WebGL scene with a blue-gray sky background, light fog, soft directional sunlight, shadows, and a camera following the player from behind at a moderate distance. The environment is a straight dark asphalt road running along the Z axis, with broad pale concrete sidewalks on both sides, sparse low rectangular buildings with varied beige/gray walls and darker flat roofs, faded short road markings, streetlights, and construction barriers. The player is a basic bright-blue capsule-shaped avatar placed at the south end of the road. Give the player third-person movement with WASD or arrow keys, jumping with Space, and an on-screen joystick for phones. Movement should support gravity and a normal arcade jump. The goal is to travel north along the street, collect all three aid/first-aid kits, and reach the clearly marked green emergency shelter at the far north end before the 45-second countdown expires. The shelter is a low glowing green rectangular platform with a bright yellow sign above it. Place exactly three collectible aid kits on the road: small cream-colored rectangular boxes with red cross markings, positioned around (-4,7), (4,1), and (-3,-8) in the road coordinate system. When the player comes within roughly 1.15 units, remove the kit and increment the Aid counter. Also place exactly three optional glowing memory cards: cream vertical cards with a warm yellow/orange ring around each, at approximately (4,10), (-4,-1), and (3,-10). They should gently rotate and bob, and disappear when collected. Track the memory-card collection internally, even if the primary HUD need not display it. Add two red translucent glowing circular danger zones on the road, approximately at (-2,4) and (3,-5). Entering one reduces health by one, gives a short invulnerability period, and resets the player to the starting position. Start with Health 3. If health reaches zero, show a centered dark completion/failure overlay with the title “You were overwhelmed,” explanatory text telling the player to avoid the red danger zones, help civilians, and reach the green shelter, plus a “Try again” button that reloads the game. The countdown starts at 45 seconds and decreases continuously; if it reaches zero, show a similar overlay titled “Time ran out” explaining that the route was too dangerous. Scatter three static civilian character models along the road near (-2,8), (2,1), and (-2,-7), facing generally along the route and playing idle animations. They are contextual people to reinforce the remembrance/safety theme; the actual progression is collecting the visible aid kits and reaching the shelter. Use simple modular low-poly civilian assets if available. Add construction barriers near (-5,11), (5,5), and (-5,-4), and streetlights near (-6,11), (6,6), (-6,-5), and (6,-11). Build a fixed HTML HUD over the game. In the upper-left, use a rounded semi-transparent dark navy panel with the title, this message: “Survive a city emergency by helping civilians and reaching the marked shelter before time runs out. This is a historical safety game about people and remembrance — not weapon operation.” Beneath it show a status line in warm yellow such as “Health: 3 · Time: 45s · Aid: 0/3 · Shelter: not reached,” updating health, rounded remaining seconds, aid count, and changing to “Shelter: reached” once the player is north of the shelter threshold. At the lower-left show a dark rounded hint box: “WASD / arrows to move · Space to jump · phone: use the on-screen joystick.” When the player reaches the northern shelter area with all three aid kits collected, stop the game and show a centered dark overlay titled “Shelter reached,” with text: “You survived the emergency, helped civilians, and kept the focus on the lives affected by war.” Include the same “Try again” button. Reaching the shelter without all three aid kits must not complete the game. Keep the tone respectful and non-combat-focused: there are no weapons, attacks, enemies, or combat mechanics.