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Arcade › Mia Star Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Alex Maynard built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Mia Star Run yet. Play it, then tell Alex Maynard what you would add next.
Mia Star Run was built by Alex Maynard 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 Star 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 small 3D third-person collection runner titled “Mia Star Run.” Use Three.js or an equivalent real-time 3D engine and load the supplied character asset `assets/Rig_model_mia.glb` as the playable Mia avatar. Place Mia on a long rectangular sky-path arena: a dark blue-green rectangular path about 15 units wide and 58 units long, centered along the Z axis and extending from roughly z=10 to z=-22, sitting over a broad low cylindrical dark-blue ground/island. Start Mia near the front of the route at (0, 0.08, 8). Keep her constrained to x=-6.5..6.5 and z=-22..10. Use a 58-degree perspective third-person camera positioned behind and above her, initially around (0,5,9), following/targeting Mia at a distance of about 7.5 units. The scene should have a deep navy background (#09111f) with matching fog, a cool hemisphere light, warm directional key light, and a blue rim light; use a subdued, polished low-key nighttime/sky-path look with shadows and ACES-style tone mapping. The objective is to collect all 10 glowing golden stars scattered down the route. Place them at these exact approximate coordinates (x,z): (-4,5), (3,3), (-2,0), (4,-2), (0,-4), (-4,-7), (3,-10), (-1,-13), (4,-16), (-3,-19). Each star is a bright yellow-gold faceted octahedral gem, approximately 0.42 units in size, with orange emissive glow and a subtle transparent spherical halo. Stars float around y=1.05, bob gently up and down by about 0.12, and rotate continuously. When Mia comes within 1.25 units, collect the star, hide it, increase the counter, and play a short ascending chime. The HUD must show “Stars 0 / 10” initially and update through “Stars N / 10.” Add six red hovering drone hazards at approximate coordinates (x,z): (-1,2), (2,-1), (-3,-5), (2,-8), (-1,-12), (3,-15). Model each as a glowing red/pink sphere about 0.55 units wide with a thin bright red torus ring around it, hovering near y=0.8. Drones should slowly oscillate horizontally around their base x by up to 1.15 units, bob vertically by about 0.16, and rotate. If Mia comes within 1.2 units of a drone, count one hit, play a low buzz, and nudge Mia sideways away from the drone. Give each drone a 1.2-second hit cooldown so a single contact does not repeatedly damage her. The run ends after 3 total hits; do not add health pickups, weapons, enemies, or other mechanics. Movement must be real-time and responsive: support WASD and arrow keys plus an on-screen virtual joystick for touch devices. Support jumping with Space, with approximately move speed 6.4, jump speed 8.5, and gravity -22. The character should use an available animation from the GLB, preferring an animation whose name contains “idle,” otherwise the first available clip. Do not allow movement once the game has ended. Include the supplied Mia model’s visible materials and cast/receive shadows. Build a minimal dark translucent HUD over the game. In the upper-left, show a rounded glassy panel with a thin translucent border, the gold uppercase title “MIA STAR RUN,” a large white star counter, and a smaller cool-gray status line. The status should read like “Hits 0 / 3 · WASD/arrows or joystick · Space jumps” during play. The reference UI is especially prominent on mobile: nearly full-width at the top with generous padding and rounded corners; preserve responsive sizing. The page background is navy and the HUD does not block gameplay input except for its controls. Show a centered modal overlay only at the end, with a dark translucent rounded panel, result title, explanatory text, and a gold “Run it again” button. On collecting all 10 stars, show “Path complete!” and “Mia collected every star and opened the sky gate.” On the third drone hit, show “Run over” and “Three drone hits ended the run. Try a wider route.” Update the HUD status to indicate the run ended and that the button can restart. The restart button must reset Mia to the starting point, restore every star and drone, and reset stars, hits, elapsed time, and win/loss state. Include a loading screen reading “Loading Mia…” while the GLB is loading and an error message if the model cannot load. Add simple synthesized feedback sounds: short triangle-like tones for collecting/winning and a low/saw-like tone for losing or drone impacts.”,