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Mia's Orb Run

  • 3d
  • third-person
  • collection
  • arcade
  • sci-fi
  • time-trial
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. デY U M A built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Mia's Orb Run yet. Play it, then tell デY U M A what you would add next.

Make your own game

Mia's Orb Run was built by デY U M A 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's Orb 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 Mia's Orb 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 third-person 3D collection game titled "Mia's Orb Run". Use a dark sci-fi presentation with a nearly black navy background, fog, soft shadows, cyan highlights, and a centered playable arena. The player is Mia, represented by the supplied humanoid GLB character model Rig_model_mia.glb; scale it to roughly 2.15 world units tall, place it at the center of the character controller, and show her from behind in a smooth trailing third-person camera. The camera should be a perspective camera with a moderate field of view (about 58 degrees), follow the player at approximately 6.5 units distance, and keep the player centered while allowing standard third-person movement and facing.

Build the arena as a flat, circular dark teal platform about 30 units in diameter, with a low thickness, surrounded by a glowing cyan circular rim. Add 12 chunky dark blue-green rectangular stone/metal pillars evenly spaced around the inside perimeter in a ring at roughly 10.8 units radius. Use directional and hemisphere lighting, ambient fog, cast shadows, and a restrained teal/navy color palette.

The core goal is to collect at least 10 cyan energy orbs before the 60-second countdown reaches zero. Place 12 floating faceted cyan/white emissive icosahedron orbs at fixed locations around the arena, including positions distributed across the interior such as (-6,5), (-2,2), (4,4), (7,0), (5,-5), (0,-6), (-6,-4), (-8,0), (1,6), (8,5), (3,-1), and (-3,-2). Each orb should hover and bob gently, rotate, glow brightly, and disappear permanently when Mia gets within about 1.15 horizontal units of it; increment the collected count immediately. Winning occurs at 10 collected orbs, even though 12 are present.

Add three red sentry hazards as solid red/pink emissive rectangular blocks at approximately (-4,-7), (6,-2), and (-4,6). They should subtly bob and rotate. If Mia comes within about 1.25 horizontal units of a sentry and that sentry is not on its brief hit cooldown, drain one point of energy, knock Mia away by about 1.2 units, and give that sentry a roughly 1.2-second cooldown. Start with 3 energy; reaching zero ends the run. Do not add projectile attacks or invented enemy AI: the sentries are stationary contact hazards.

Movement must support WASD and arrow keys, with matching on-screen touch buttons in the lower-left: up, left, down, and right arrow buttons. Support Shift to sprint, Space to hop/jump, and E to dash. The dash should have a cooldown of about 1.15 seconds, last about 0.22 seconds, propel Mia forward at about 13 units/second, and trigger a short slide/dodge pose lasting about 0.42 seconds. Add a visible cyan additive dash effect consisting of three expanding torus rings behind/around Mia during the dash. Keep the player grounded at about 0.35 height when not jumping, use gravity, and prevent movement through the arena ground and perimeter colliders. Animate Mia with the GLB's idle/walk/run/slide animations when available; otherwise use simple procedural arm and leg swings. Smoothly interpolate the visible model behind the controller and blend its movement animations.

Implement a clean fixed HTML HUD over the game. In the upper-left, show a translucent dark rounded panel with a thin light border and cyan title text "MIA'S ORB RUN", followed by rows for "Orbs" (initially "0 / 10"), "Time" (initially 60), and "Energy" (initially 3). Include the instruction text: "WASD / arrows to move · Shift to sprint · Space to hop · E to dash" and "Collect the cyan orbs. Red sentries drain energy." Use a dark glassy panel with white/light gray text and cyan accents. Make the mobile directional buttons semi-transparent cyan-blue rounded squares near the bottom-left; on desktop they can be subdued.

At the beginning, show a centered modal overlay titled "Mia's Orb Run" with the text "Collect 10 orbs before the clock hits zero." and a cyan rounded button labeled "Start Run". The overlay should dim visually through its translucent dark panel but leave the 3D scene visible. Starting or restarting resets the score to 0, energy to 3, timer to 60, Mia to (0, 0.35, 8), restores every orb, clears dash state, and hides the modal. Allow Enter or Space to start as well as clicking the button. On success show a centered modal titled "Run Complete" with text "Mia secured the whole energy cache." and a "Run Again" button. On failure from zero energy or time expiry show "Run Over" with text "The sentries drained Mia's energy — try a safer route." and a "Run Again" button. Freeze the run's scoring/timer behavior after either ending state. Preserve the minimalist polished low-poly sci-fi look visible in the reference: no extra scenery, weapons, score systems, or mechanics beyond this orb collection, timer, energy, sentry contact, movement, hop, and dash loop.

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