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Arcade › Litfall Runners
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mohamed Mostafa built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Litfall Runners yet. Play it, then tell Mohamed Mostafa what you would add next.
Litfall Runners was built by Mohamed Mostafa 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 Litfall Runners 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 sci-fi arena shooter/extraction game titled “Litfall Runners” (subtitle/UI title: “LITFALL: ECLIPSE RUNNERS”). Use a high, angled third-person/isometric follow camera looking down at the player and the arena, with the camera smoothly following the player from behind and above. The scene is a dark blue floating frontier-town arena: an octagonal navy platform with a subtle cyan grid, glowing cyan boundary ring, central north/south and east/west lanes plus diagonal translucent rift lanes, several purple/cyan round pads, low blue walls, and wooden/scifi cover crates distributed across the floor. Outside the arena are floating green land islands on rocky bases, bridge pieces, grass, trees, decorative spectator people, street lights, and small colorful town buildings labeled CAFE, GEAR, MARKET, RELAY, FORGE, BADGES, and HUB. These outer buildings and people are decorative background dressing only and do not affect combat or block arena shots. At startup show a hero-selection overlay and pause gameplay until the player chooses a runner and presses the start/lock-in control. Provide four selectable gameplay heroes, each with visibly distinct role colors/silhouettes and fair stat tradeoffs: Astra Vale / Assault (balanced, cyan, speed 7.1, shield 100); Bastion Quill / Defender (slower at 5.45, high shield 155, blue, hardlight front shield plates and shoulder plates); Seren Aegis / Support (speed 6.35, shield 115, faster shield regeneration and stronger pulse, green, halo and orbiting support orbs); Vex Meridian / Disruptor (fastest at 7.85, fragile shield 85, short dash cooldown, purple, glitch shards). Hero access is gameplay-wide; do not make NFTs or purchases affect combat stats. The player is a stylized cyberpunk shooter character, with a cyan player ring on the ground and floating labels “YOU” and the selected hero name. If external models are unavailable, use a readable fallback humanoid with torso and visor; preferably load a cyberpunk character model. Aim toward the mouse cursor projected onto the arena floor. Move with WASD or arrow keys; mouse movement aims and clicking fires. On mobile, provide a virtual joystick plus FIRE, DASH, and PULSE buttons. Space performs a directional dash in the current aim direction, giving a brief 0.18 second invulnerability window. E triggers a shield pulse. The player’s shield regenerates continuously according to the selected hero, and the pulse restores shield and damages/knocks back nearby enemies, with a 4.2-unit radius and a cooldown. Use luminous colored spherical pulse projectiles and a short laser/pulse sound for player shots. Structure the run as three escalating rounds rather than a single one. Round 1 is “Prism Gate”: collect 5 relics, defeat/survive 3 sentinels, and extract at the north/south-side blue beacon (layout extraction coordinate is approximately x=0,z=-10.2). Round 2 is “Rift Crossing”: collect 6 relics with 4 sentinels and extract at the east beacon (approximately x=10.4,z=0). Round 3 is “Eclipse Core”: collect 7 relics with 5 sentinels and extract at the north beacon (approximately x=0,z=10.4). Timers are 150 seconds, 135 seconds, and 125 seconds respectively. Clearing the extraction zone advances to the next round while preserving score; completing round 3 wins the full Eclipse Run. Start the player near the lower/south side of the arena at (0,0,8), reset shield and relic progress at the beginning of each round, and retain score between rounds. Place glowing Lumen Relic pickup crates at fixed distributed coordinates per round. Relics should be gold/yellow, rotate or gently bob, have a gold ground ring, a vertical gold light beam, point light, and floating “RELIC” label. Walking into one hides it, increments the round’s relic count, adds 250 score, and emits a gold particle burst. The blue extraction point is a large glowing ring with a vertical blue beacon beam and “EXTRACT” label. It is dim/locked until all required relics are collected; then pulse its opacity and allow completion when the player enters within roughly 2.25 units. Spawn red-tinted Rift Sentinel enemies around the outer arena. They use stylized toon shooter enemy models or fallback humanoid/drone forms, with red ground rings, “RIFT” labels, camera-facing health bars, three hit points, and slow movement around 1.55–1.8 speed. Enemies approach the player but maintain a preferred distance around 5.2 units and back away if closer than about 2.35 units, while avoiding overlap. They fire pink/red phase-bolt projectiles toward the player when within about 10.5 units, roughly every 1.65–2.75 seconds. Enemy bolts move at about 9.5 units/second and deal 6 shield damage. Player pulse shots deal roughly one damage per hit (hero-specific variations), move at hero-specific speeds, and enemies award 100 score when defeated with a burst of particles. If the player’s shield reaches zero, end the run with a defeat message; if the timer reaches zero, end the run because the Eclipse closed. Enemies can continue to respawn in small waves while the round is active when their count drops low. Use a dark navy, cyan, electric blue, gold, red/pink, and purple neon palette with soft shadows, fog, emissive lights, glowing transparent rings and beams, stylized low-poly/toon assets, and a cinematic but readable arena. Add particle bursts for shots/hits, dash, pulse, relic collection, enemy defeat, and victory/defeat. Keep town structures outside the combat arena as visual world-building. HUD should be clearly visible in rounded translucent dark panels. Top-left: “LITFALL: ECLIPSE RUNNERS” and the tagline “Stylized arena shooter slice — own identity, win with skill.” Top-center: objective text such as “Collect relic crates, dodge phase bolts, and keep moving.” Top-right: Score, Relics (current/required), Shield, Timer, and a Round indicator (round/current max, 1/3 etc.). Bottom-left show controls: “WASD / arrows move · Mouse aims · Click shoots · Space dashes · E releases a shield pulse · Collect relic crates then enter the blue extraction ring.” Include a Hero button to reopen selection, contextual messages for round starts, relic progress, extraction readiness, hero selection, victory, and defeat, plus a restart button after game over. Make the interface responsive and expose current hero, player shield, relics, enemies, round, timer, victory/game-over state, and dash/pulse/shoot cooldowns to the game state if the platform supports it.