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Mia Runner

  • 3d
  • endless-runner
  • arcade
  • low-poly
  • mobile
  • third-person
0
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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. Mohamed Ibrahem built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Mia Runner yet. Play it, then tell Mohamed Ibrahem what you would add next.

Make your own game

Mia Runner was built by Mohamed Ibrahem 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 Mia Runner 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 Mia Runner

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-based 3D third-person endless runner titled “Mia Runner,” using Three.js and the supplied rigged character asset assets/Rig_model_mia.glb for the player. The game is viewed from behind and slightly above Mia with a perspective camera at approximately (0, 5.5, 9), looking down the road toward z=-5. Mia is normalized to about 1.6 meters tall, starts in the center of three lanes, and automatically runs forward while the world moves toward her. If the model contains run/Run/running/Running/walk/Walk/walking/Walking/idle/Idle animation clips, play the first matching clip continuously.

Build a simple low-poly road environment: a dark gray 6-unit-wide road extending far into the distance, with two faint white lane divider strips at x=-1 and x=1. Add narrow raised sidewalls at x=-3.25 and x=3.25, colored blue-gray on the left and brown-orange on the right. Place repeating low-poly trees on both sides beyond the road: small brown cylindrical trunks and green six-sided cone foliage. Use a bright sky-blue background with matching blue fog beginning around 22 units and ending around 75 units. Light the scene with a soft hemisphere light and a warm directional light. Recycle the road, lane markings, sidewalls, and tree group as the runner advances to create an endless track.

Core gameplay: the player auto-runs at speed 7 initially, gradually accelerating based on distance up to speed 18. Track distance and display score as floor(distance) plus 10 points per collected coin. The road has three lanes with x positions -1.8, 0, and 1.8. Use left/right arrow keys or A/D to switch one lane at a time; smoothly damp Mia’s horizontal movement to the target lane. Use Up/Space/W or a swipe upward/tap jump control to jump. Jump physics should use upward velocity 8.2 and gravity -22; Mia can only jump while grounded and lands back at y=0. On touch devices, support a left-half virtual joystick/swipe area for lane movement and jumping, and a right-half tap to jump or drag to adjust the camera view. Include a translucent circular JUMP hint button at the lower-right during active play.

Spawn obstacles ahead at z=-400, moving them toward the player with the world. Spawn one obstacle most of the time and two obstacles about 28% of the time, choosing distinct random lanes. Obstacles are simple boxes 1.4 wide and 0.6 deep: short orange obstacles are 0.7 high, while tall red obstacles are 1.4 high, with tall obstacles selected about 45% of the time. Collision occurs when an obstacle is within roughly 0.7 units of the player in depth and within 0.9 units horizontally. Tall obstacles always cause game over; short obstacles cause game over unless Mia is jumping above their top (use the player’s current jump y against the obstacle height). Remove obstacles once they pass behind the camera.

Spawn collectible coins ahead at z=-400 at random lanes, about every 3–6 distance units. Coins are gold, slightly emissive, flattened cylinders with 12 radial segments, positioned at y=1.1 and rotating as they approach. Collect a coin when it is within about 0.7 depth units, within 0.7 horizontal units, and the player’s y is below 1.6; remove it, increment the coin counter, add 10 score points, and play a short bright synthesized pickup tone. Use synthesized browser audio only: a square rising tone for jumping, a triangle rising tone for coins, and a descending sawtooth tone for impacts.

Start with the game paused on a full-screen HUD overlay: dark translucent backdrop, centered white bold “MIA RUNNER” title, “Tap or press any key to start,” and controls text “Left / Right to switch lanes · Up / Space to jump.” The top center HUD should always show bold white “SCORE 0” style score text and a smaller “Coins: 0” line. On collision, stop gameplay and show a translucent dark red overlay with centered “GAME OVER,” final Score and Coins, and a gently pulsing “Tap to restart.” Tapping or pressing a key after game over resets obstacles and coins, distance, score, speed, lane, jump state, camera look offsets, and starts a fresh run. Keep the visual style clean, minimal, colorful low-poly 3D with a dark gray road, blue sky/fog, simple trees, orange/red box hazards, and bright gold collectibles. Ensure the canvas fills the viewport and works responsively on desktop and mobile without scrolling.

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