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Arcade › Man Run

Man Run

  • 3d
  • endless-runner
  • arcade
  • third-person
  • obstacle-dodge
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How to play

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

Discussion

Nobody has said anything about Man Run yet. Play it, then tell Oleksandr Pakhuchyy what you would add next.

Make your own game

Man Run was built by Oleksandr Pakhuchyy 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 Man 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 Man 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 3D third-person endless runner titled “Man Run.” Use a Three.js-style scene with a pale blue sky background and matching atmospheric fog, with a fixed perspective camera behind and slightly above the runner, looking down a long straight road toward the horizon. The camera should gently follow the runner’s horizontal lane movement and vertical jumping, while the runner stays near the bottom center of the view.

The environment is a dark blue-gray paved runway/road about three lanes wide, extending far into the distance, bordered on both sides by broad flat dark-green grass. Mark the three lanes with repeated short white dashed center lines at x=-1.5 and x=1.5. Place alternating yellow/gold rectangular roadside posts on the grass edges, spaced along the road. Use soft shadows, a warm directional sun, cool fill/rim lighting, and fog that fades the road, grass, posts, and obstacles into the pale blue horizon.

The player is a small stylized low-poly dark humanoid character, viewed from behind, running continuously forward. Load or create an animated humanoid with a looping run animation, cast a visible soft shadow on the road, and rotate it so its back faces the camera. The runner begins in the center lane. There are exactly three discrete lanes at x=-3, 0, and 3. Left/right input shifts the target lane one step, clamped to the outer lanes, and smoothly interpolates the character toward that lane; the character cannot freely steer beyond these lane positions. The world should move toward the player to simulate forward motion.

Spawn simple road barriers ahead at random intervals and in random lanes. Each barrier is a chunky red/orange rectangular block roughly 2 units wide and 1.2 units tall, with a narrow light/white horizontal bar across its top. Barriers approach the runner as they move toward positive z and are removed after passing the camera. The runner can jump with a vertical impulse, gravity brings them back down, and jumping over a barrier avoids collision. Detect a collision when the barrier is close in depth and horizontal position (roughly the runner’s lane width), unless the runner is high enough above it; on collision immediately end the run. Start speed at about 13 world units per second and gradually increase it based on distance, capped at about 25, making the game progressively harder. Spawn timing starts around half a second and becomes slightly more frequent with distance, but never faster than roughly 0.62 seconds.

Show a minimal overlay HUD: top-left bold white text with a dark shadow reading “DISTANCE N,” where N is the integer meters/distance traveled; top-right small spaced-out text “MAN RUN.” At the bottom center show a subdued hint: “A / D or ◀ / ▶ to dodge · SPACE to jump.” Add large translucent dark rounded touch buttons near the bottom corners: left arrow and right arrow grouped at bottom-left, and an up-arrow jump button at bottom-right. Buttons should work with pointer/touch input, while keyboard controls use A or Left Arrow to shift left, D or Right Arrow to shift right, and Space or Up Arrow to jump.

On initial load, display a centered start panel over the scene with large spaced heading “MAN RUN,” the instruction “Switch lanes. Jump the barriers. Keep moving.” and a prominent yellow/gold rounded “START RUN” button. The run is idle until started. When the runner hits a barrier, stop gameplay and show a centered “WIPEOUT” panel with text “You ran N meters.” and a yellow/gold “RUN AGAIN” button; pressing it resets obstacles, distance, speed, lane, and runner position and starts a new run. Keep the visual style clean and sparse: simple geometric environment, muted blue/green palette, gold roadside markers and buttons, white lane markings, and a dark stylized character. Do not add coins, enemies, weapons, lives, power-ups, traffic, or other mechanics.

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