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Arcade › Hot Pursuit
Click the game above and it runs right here in your browser. No download, no installer, no account needed. friedcheeseball built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Hot Pursuit yet. Play it, then tell friedcheeseball what you would add next.
Hot Pursuit was built by friedcheeseball 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 Hot Pursuit 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 Three.js-style 3D arcade survival game titled “Hot Pursuit.” Use an elevated third-person/top-down perspective camera that follows the player smoothly from above and slightly behind, looking toward the player; keep the circular arena and both characters visible. The scene has a dark navy background with light fog, a flat dark blue circular arena about 14 units in radius, a glowing thick blue ring around its edge, and a blue perspective grid across the floor. Use soft shadows, cool blue lighting, and simple polished low-poly/primitive 3D art. The player is a small stylized humanoid runner made from a colored capsule body and pale spherical head, with a flat circular shadow. Start the player at the arena center. A red/pink humanoid runner made from the same capsule-and-sphere construction is the chaser; start it near the player at approximately (6, 6) on the arena floor. The player must survive as long as possible without being caught. The chaser continuously steers toward the player with a slight oscillating side bias and gradually becomes faster over time; keep both entities constrained inside the circular arena. End the run when the chaser comes within approximately 1.15 world units of the player. Movement: support keyboard WASD and arrow keys, with normalized 2D movement on the arena plane. The player accelerates toward the input direction and has smooth inertia/friction rather than instantly stopping. Also provide a mobile on-screen D-pad with up, down, left, and right arrow buttons in the lower-left. Add a Dash action usable with Space on keyboard or a large orange “Dash” button in the lower-right on mobile. Dash has a 1.4-second cooldown and adds an immediate burst of velocity in the current movement direction, or the player’s facing direction if no input is held. Show a brief expanding cyan torus/ring burst effect beneath the player when dashing. Place exactly one collectible gold orb in the arena at a random location between roughly radius 2 and radius 10 from center. Render it as a glowing, rotating gold low-poly icosahedron hovering around y=0.9 and bobbing vertically. When the player comes within about 1.1 units, increment the orb count, respawn the orb at another random location, and grant a temporary small speed boost; orb pickups also slightly increase the player’s speed, capped as in the original behavior. There are no other enemy types or arena obstacles. Before each run, show a centered dark translucent rounded panel titled “Pick your runner,” with three selectable character cards: “Sprinter” (cyan/blue body, white head; fastest feet; base speed 7.8, dash 8.0, grip/acceleration 5.1), “Dasher” (orange body, warm pale head; best burst; base speed 7.1, dash 10.3, grip 5.5), and “Tank” (purple body, pale lavender head; smoother control and slightly larger body; base speed 6.8, dash 8.7, grip 6.2). Display each card’s color swatch, description, and stats, highlight the selected card, and apply its body color, size, movement speed, acceleration, and dash strength. Include a blue rounded “Start Run” button. The same centered panel becomes a game-over panel titled “Caught,” stating how long the player lasted, how many orbs were grabbed, and the best time; provide a “Run Again” button. Also allow Enter to restart after being caught. Overlay a fixed HUD that does not block the 3D view: upper-left translucent dark panel with the title “Hot Pursuit,” “Time: [seconds]s,” “Distance: [distance to chaser],” “Orbs: [count],” and the hint “WASD / arrows to move. Space or Dash to burst away.” Upper-right translucent message says “Stay ahead of the red runner. Grab gold orbs for score and a tiny speed boost.” On mobile, position that message above the bottom controls. Use clean white Arial-like text, subtle borders, rounded corners, and soft shadows. Keep HUD panels non-interactive except for their buttons; make the D-pad and Dash controls touch-friendly. The game begins paused at the character-selection panel, starts when Start Run is pressed, updates the timer and distance during play, and freezes the world when caught while leaving the final scene visible behind the game-over card.