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Jungle Relic Run

  • 3d
  • endless-runner
  • jungle
  • temple
  • arcade
  • mobile
  • third-person
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About Jungle Relic Run

Create a realistic 3D endless runner game inspired by Temple Run. Set it in an ancient jungle temple with stone paths, realistic lighting, a third-person camera, coins, and obstacles. The character should run automatically, move left and right, jump, and slide. Add mobile touch controls and a score counter.

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Divyanshu Rao built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Jungle Relic Run yet. Play it, then tell Divyanshu Rao what you would add next.

Make your own game

Jungle Relic Run was built by Divyanshu Rao 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.

Read the build brief for Jungle Relic 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.

Create a browser-playable 3D endless runner titled “Jungle Relic Run” using Three.js or an equivalent real-time 3D engine. Use a third-person chase camera behind and slightly above the player, looking forward down the path. The game world is a dark, overgrown jungle temple: a long stone roadway made from repeating rectangular slabs runs into the distance, with moss-green edging, broad dark green ground on both sides, repeating gray stone temple walls and occasional lintel blocks, jungle trees and stone pillars along the sides, and atmospheric green fog. Use realistic lit materials, soft shadows, warm golden directional sunlight, cool green ambient/fill lighting, ACES-like tone mapping, and a deep green background. The camera should follow the runner smoothly and subtly track horizontal movement and jump height.

The player is an automatically running adventurer centered on one of three fixed lanes at x positions approximately -2.15, 0, and 2.15. Load a humanoid adventurer character with a looping run animation when available; provide a simple warm-brown capsule-shaped fallback character while the model loads. The character continually advances through the course while the world, obstacles, collectibles, and scenery move toward the camera to create forward motion. Start at the center lane. Allow lane changes one step at a time left or right, clamped to the three lanes, with smooth interpolation toward the selected lane. Keyboard controls: A or Left Arrow moves left, D or Right Arrow moves right, Space or Up Arrow jumps, and S or Down Arrow slides. Also provide large touch-friendly on-screen buttons at the bottom: left and right arrow buttons on the lower left, and slide plus up/jump buttons on the lower right. Buttons should prevent default touch behavior and respond to pointer/touch input.

The runner can jump with upward velocity and gravity, returning to the stone path when grounded. A slide lasts about 0.7 seconds and visually lowers/scales the character during the slide. The run speed starts around 10.5 world units per second and gradually increases. Place a repeating sequence of hazards down the three lanes: low gray spike strips and taller rectangular stone barrier blocks. Recycle hazards after they pass behind the player so the run can continue indefinitely. Collision should depend on horizontal lane proximity and forward distance. A jump avoids a hazard when the player is sufficiently above it; sliding specifically lets the player pass safely through a stone wall/barrier, while a normal collision ends the run. Use only the visible hazard types actually present: spike strips and block barriers.

Place collectible gold relics as glowing metallic gold torus/ring objects, rotating as they approach. Distribute them in single-lane lines, three-lane rows, and arrangements alongside hazards, at roughly head/chest height. Collect a relic when the player is close in x, z, and vertical position; hide it, increment the relic count, and recycle it later. The seeded course should include patterns such as three relics across lanes, a spike in one lane with a relic in another, a wall in one lane with a relic in another, three relics across all lanes, and spikes on the outside lanes with a center relic.

Add a fixed HUD over the 3D scene. In the upper-left, show a dark translucent rounded rectangle with a thin muted-gold border and bold pale-gold text in the exact style of “RELICS 0 · DIST 0”, updating relics collected and integer distance run. In the upper-right, show a small translucent dark hint panel reading “A/D or ◀ ▶ · SPACE jump · S slide”. Along the bottom, show the touch controls as dark translucent rounded-square buttons with pale borders and white/gold arrow glyphs. Make the UI responsive for mobile portrait and desktop, respect safe-area insets, and slightly reduce button opacity on larger screens.

Before the run starts, display a full-screen translucent dark green overlay over the temple scene. Center a rounded rectangular card with a subtle gold border, dark glass-like background, and shadow. Show the large pale-gold title “JUNGLE RELIC RUN”, explanatory text such as “Run through the overgrown temple, collect gold relics, and survive the traps. Your browser game is ready for keyboard and touch.”, and a large brown-to-gold gradient button labeled “START RUN”. Starting hides the overlay and begins automatic movement. If the player collides with a hazard, stop the run and show the overlay again with title “RUN ENDED”, a message reporting the gathered relics and integer meters run, and a “RESTART” button. Restart resets distance, relics, speed, lane, vertical motion, collectible visibility, and course state, then begins a new run. Do not add health, weapons, enemies, power-ups, turns, or other mechanics not described here.

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