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Arcade › Mia Tile Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Gracy Pacheco built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Mia Tile Run yet. Play it, then tell Gracy Pacheco what you would add next.
Mia Tile Run was built by Gracy Pacheco 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 Tile 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 browser-based side-scrolling 2D platformer titled “Mia’s Tile Run” (the visible title should read MIA’S TILE RUN). Use a full-screen landscape-friendly playfield with a Canvas 2D world and a transparent 3D overlay for the player character. The game should feel like a simple colorful platforming level viewed from a fixed orthographic side perspective. Player: load the supplied 3D character asset assets/Rig_model_mia.glb, clone it, scale it to a compact height of about 16 world pixels/units relative to the 32-pixel tile grid, and place it over the 2D level. Keep the character’s feet aligned to the tile surfaces. Face Mia left or right based on movement, and use the model’s available animation clips: Idle while standing, Walk while moving on the ground, and Jump while airborne, with short cross-fades between animations. The player collision body is approximately 20 pixels wide and 29 pixels high. Start Mia near x=92 pixels, standing on the upper starting platform around the left side of the level. World and camera: make a 128-column by 16-row tile world with 32-pixel tiles, for a total width of 4096 pixels and height of 512 pixels. The camera follows the player smoothly horizontally, keeping the player around 38% of the viewport width, clamped to the level bounds. Render a bright sky gradient from medium light blue at the top to pale cyan near the bottom, with repeated translucent blue semicircular distant hills along the horizon. Platforms are chunky brown earthen tiles with a dark brown lower edge, subtle tile outlines, and a bright green grass cap (a lighter green highlight along the top). The bottom row is solid ground across the entire level. Build this exact platform layout in tile coordinates (x, row from the bottom, width): platforms at (2,13,6), (10,12,8), (19,13,7), (28,10,8), (39,12,10), (52,9,8), (64,12,10), (77,10,9), (90,13,8), (101,9,8), and (113,12,11). Also add vertical solid columns at x=25 for rows 11 through 14 and x=86 for rows 12 through 14. The entire row 15 is solid. Use collision against the solid tile grid, including side, top, and underside collisions. Falling below the level resets Mia to the starting position. Gameplay: the only objective is to run and jump rightward across the separated grassy platforms and reach the finish marker near x=122 tiles. Put a simple flag at x=122 tiles on the ground/finish area: a dark brown vertical pole about 64 pixels tall with a golden-yellow triangular pennant. When Mia’s x position passes beyond 122 tiles, set the game to won, place her back near x=120 tiles, and show “Mia reached the flag! Press R to replay.” Prevent repeated win processing until restart. Press R to reset the win state, score, player position, and status to “Mia is ready — reach the flag!”. The initial status should be “Mia is ready — reach the flag!” once the model loads. Movement physics: support A/D and Left/Right arrows. Accelerate horizontally at roughly 900 pixels per second squared, cap speed at 230 pixels per second, and apply strong friction when neither direction is held. Support Space, W, or Up Arrow to jump, with a queued jump that only fires when grounded. Use an initial upward velocity around 520 and gravity around 1250 pixels per second squared. Allow air movement but do not add double-jumping. Track grounded, horizontal/vertical velocity, facing, and simple idle/walk/jump state. There are no enemies, collectibles, attacks, health, timer, or other obstacles beyond the tile geometry and gaps. HUD and controls: overlay a dark navy bold title at the upper left, reading “MIA’S TILE RUN,” with a subtle light text shadow. At the upper right show a rounded translucent white help pill reading “A / D or ← / → move · Space jumps”. At the lower left show a rounded translucent white status pill. On touch-sized screens, show fixed bottom controls: rounded translucent white left and right arrow buttons grouped at bottom-left and a larger up-arrow jump button at bottom-right; buttons should support pointer/touch press and release and visually depress slightly. Hide touch buttons on wider desktop screens. Keep the HUD over the world, and use a clean system sans-serif font. Preserve the cheerful minimal art style shown: simple geometric tile art, blue sky, green grass, brown platforms, and the supplied stylized Mia 3D avatar rendered without shadows over the 2D background.