Arcade › Jungle Relic Run
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Jungle Relic Run was built by SHIFAT RAHMAN 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 Jungle Relic 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 3D third-person endless runner titled "Jungle Relic Run". The player is an adventurer running forward through an overgrown jungle temple ruin on a straight three-lane track. Use a perspective camera positioned behind and above the character, looking forward down the path; smoothly follow the player's horizontal lane position and vertical jump motion. The scene should have a dark green jungle atmosphere with exponential green fog, a deep teal-green background, soft shadows, warm directional sunlight, and cool rim lighting. Build the repeating environment from moss-covered gray stone track sections, brown earth/cliff edges on both sides, sparse stylized jungle tree trunks and rounded green canopies, temple pillars and lintels, occasional turquoise waterfall pools/cliffs at the sides, and occasional stone bridge pieces crossing or decorating the path. Keep the visible look low-poly/stylized but with physically lit materials and shadows. The runner starts centered in the middle of three lanes, with lane centers approximately left, center, and right. Automatically move the character forward at an initial speed of about 11, gradually increasing with distance up to roughly 21. The player should smoothly shift between lanes rather than teleport. Advance distance in meters and award continuous score while running. Support keyboard controls: A/D or Left/Right arrows change one lane left or right; Space or Up triggers a jump; S or Down triggers a short slide. Jump only from the ground, with an upward impulse and gravity, and allow the player to clear low ground hazards. Sliding temporarily compresses the character vertically and widens it slightly for about 0.55 seconds, allowing the player to pass beneath overhead gates. Include equivalent on-screen touch controls on small screens: left and right circular buttons, plus SLIDE and JUMP buttons along the bottom. Use a humanoid adventurer character with a looping run animation if available; a simple orange capsule-like fallback silhouette may be shown while the model loads. Place randomly selected hazards in individual lanes at intervals along the track: fallen logs, horizontal temple barriers, glowing orange fire traps with a flame, low overhead gates that require sliding, and dark ground gap markers that require jumping. Collision occurs when the player is close in depth and in the same lane: jump hazards end the run unless the player's feet are raised sufficiently, while low gates end the run unless sliding. Scatter lines of 3 to 5 rotating gold ring-shaped relic coins in randomly chosen lanes. Collect a coin when passing near it; remove it, increment the coin count, and add 100 score. Recycle track sections, obstacles, and coins as they pass behind the camera so the run continues indefinitely with repeating temple scenery and hazards. Add a fixed translucent HUD over the 3D view. At the top left show three dark rounded statistic panels labeled SCORE, COINS, and DISTANCE, initially displaying 0, 0, and 0m; update score, collected coins, and whole-meter distance during play. Put a dark rounded pause button marked with the pause symbol at the top right. Before starting, show a centered large rounded dark green glass-like overlay card with the title "Jungle Relic Run", the subtitle "Sprint through forgotten temple ruins, keep your footing, and grab every relic coin you can.", a control legend for lanes, jump, and slide, and an orange "Start Run" button. After a collision show a centered "Run ended" card with text describing the reached distance, best score and final coins, and an orange "Run again" button. Persist and display the best score across runs. The pause button should show a centered "Paused" card with a "Resume" button and freeze gameplay. Keep a small bottom hint reading "Collect gold relics • Dodge temple hazards • Go farther every run" on desktop. Use subtle coin and jump feedback sounds if supported. The overall interface should be responsive, with desktop keyboard play and mobile touch play, and should match the screenshot's clean dark-green jungle palette, orange action buttons, rounded glass panels, and bold white typography. The goal is to survive as long as possible, travel farther through the ruins, collect as many gold relic coins as possible, and maximize the score.