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Arcade › Lethwei Slap & Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Daw Than Htay built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Lethwei Slap & Run yet. Play it, then tell Daw Than Htay what you would add next.
Lethwei Slap & Run was built by Daw Than Htay 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 Lethwei Slap & 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 mobile-friendly 3D endless runner titled "Lethwei Slap & Run". Use a third-person chase camera behind and slightly above the player on a straight, three-lane road. The player is an animated ninja/Muay-Thai-style fighter character running forward automatically; the road continuously scrolls/recycles beneath the player so the run is effectively endless. The camera should follow the player's forward position and smoothly track horizontal movement, looking ahead down the track. Core gameplay: the player runs forward at an initial speed of 11, gradually accelerating with distance up to about 17. Let the player weave across three lanes centered around x=-2.45, 0, and 2.45. On touch/mouse, dragging left and right changes the target horizontal position smoothly; also support Arrow Left/Right or A/D as lane-shift controls. Keep the player constrained to approximately x=-2.65..2.65. There is no separate attack button: when the runner comes close to a bystander in the forward path and within horizontal range, automatically perform a brief punch/palm-strike animation, hide that bystander, award 10 points, and show the text flash "PALM STRIKE +10". Add a short slap cooldown so strikes do not repeatedly trigger on the same contact. Bystanders should reappear farther ahead after passing behind the player, allowing continued scoring. Place animated casual bystanders along alternating sides of the road, approximately x=-5.7 and x=5.7, spaced down the track. They stand just outside the road and idle, using varied casual male/female animated character models. The player uses a distinct animated ninja fighter model with Run and Punch/attack animation states. Use soft shadows on characters and environment. Add obstacles in a fixed repeating pattern down the lanes: red rectangular road barriers and blue traffic cones, positioned at forward distances such as 18, 29, 41, 53, 64, 76, 89, 101, 115, 128, 142, and 156, with varied lane positions. Obstacles recycle ahead as the player passes them. If the player's horizontal position is within collision range of an obstacle when it reaches the player, end the run immediately, play a hit effect/sound, and show "OUCH!". The score does not increase for obstacles; collision is the game-over condition. Environment and track: build a dark blue-gray road about 8 units wide, with pale tan shoulders on both sides, narrow yellow lane divider stripes, and low blue-gray side rails. Add simple green low-poly bushes along the roadside. Use a bright pale cyan/blue sky background with matching distance fog, so the road fades into the horizon. Light the scene with bright warm directional sunlight, cool ambient/hemi fill, and soft shadows. The overall aesthetic is clean, stylized low-poly 3D arcade graphics with a teal/cyan, dark navy, warm yellow, orange, and red palette. HUD and screens: render a fixed HTML-style HUD over the 3D scene. At the top center show a rounded dark translucent pill reading "SCORE" in gold/yellow uppercase lettering followed by the numeric score in white, initially 0. At the bottom left show a small translucent dark hint panel reading "Drag left / right to weave" and at the bottom right a similar panel reading "Avoid the red barriers". On the title/start state, show a full-screen dark translucent gradient overlay and a centered rounded dark navy card. The card title is gold/yellow and split over two lines as "Lethwei" and "Slap & Run"; below it show the instruction text: "Run the straight track, weave between obstacles, and palm-strike bystanders for points." Include a large rounded orange button with a darker pressed/shadow edge labeled "START RUN". Starting the run hides the card and begins automatic forward movement. After a collision, show the same card with title "RUN ENDED", text showing "Score: [final score]" and "Tap below to run it back.", and an orange button labeled "RESTART". Preserve the score HUD during play. Use responsive sizing for portrait mobile screens, rounded panels, high-contrast readable typography, and touch-action handling suitable for dragging on the canvas. Add brief center-screen feedback flashes for successful strikes and collisions, with white/cream text and a warm dark-orange shadow.