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Mia's Run

  • 3d
  • third-person
  • arcade
  • collectathon
  • park
  • endless
0
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10 plays

How to play

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

Discussion

Nobody has said anything about Mia's Run yet. Play it, then tell Kiroo Black what you would add next.

Make your own game

Mia's Run was built by Kiroo Black 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 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 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 browser-based 3D third-person arcade game titled "Mia's Run". Use Three.js (or the engine's equivalent) and load the supplied player asset `assets/Rig_model_mia.glb` as the controllable character. Scale the model to about 1.2, place it at the origin on the ground, and play its first available animation continuously. The screenshot shows the player as a small stylized brown, animal-like rig with a rounded body, face, ears, short legs, and a tail, viewed from behind and slightly above; preserve the supplied model's appearance rather than replacing it with a generic primitive except as a loading fallback.

Set the game in a simple open park: a large flat square green grass ground approximately 80 by 80 units, with no walls or paths. Use a bright blue/green atmospheric horizon and fog, with a dark/black upper background as visible in the reference framing. Light the scene with soft blue ambient/hemi light plus a warm directional sun from above/right. Enable cast and receive shadows. Scatter a fixed decorative arrangement of low-poly park assets: large trees around (-14,-14), (15,-9), and (-19,5), smaller trees around (-8,17), (12,18), and (21,-16), bushes around (-5,-5), (8,-18), (-15,12), and (16,8), and rocks around (-3,10), (10,-3), (-12,-18), and (18,14). Use the referenced park tree/bush/rock assets when available. The scene should have the sparse, low-poly, toy-like look shown in the screenshot.

Use a perspective third-person camera following the player at approximately 5.8 units distance, with a 70-degree field of view, positioned by the third-person controller so the character is near the lower center of the screen and the open field is visible ahead. Support keyboard movement with WASD and arrow keys, plus mouse-drag or touch/joystick-style movement. Set movement speed to about 6.5. Support jumping with Space, using jump speed 10 and gravity -18. Keep the player within x/z bounds of -29 to 29 (the enemies may roam within roughly -28 to 28). Movement should work on desktop and touch devices.

The goal is to collect coins while avoiding enemies. Start with score 0 and 3 lives. Spawn 7 gold coin models across the field at random positions in approximately -22.5 to 22.5 x/z, avoiding the immediate starting area (if a coin lands within about 4 units of both axes, move it away). Put each coin at about y=0.9. Coins should gently bob vertically by 0.15 around their base height and rotate continuously. When the player comes within 2.2 units of a coin, remove it, add 10 points, play a short high-pitched sine collect sound, and immediately spawn a replacement coin elsewhere, keeping the game continuously supplied with coins. Use the available low-poly coin asset if possible.

Spawn exactly 3 red enemies as simple low-poly red cylinders: radius about 0.6, height 1.2, six radial segments, centered at y=0.6, with random starting positions over roughly a 38 by 38 area and moved away from the starting zone if they spawn within 6 units of the origin. Each enemy slowly homes toward the player at an individual speed between 1.2 and 1.8, with actual movement scaled to approximately 0.4 of that speed. Rotate each cylinder to face its movement direction. Keep enemies inside x/z bounds -28 to 28. When an enemy comes within 2.1 units of the player, subtract one life, play a low sawtooth hit sound, and push the player slightly away. Limit hits with a 1.2-second invulnerability/cooldown so one contact does not drain all lives instantly. At zero lives, stop gameplay updates and show a centered dark translucent game-over overlay containing "Game Over", the final score, and a "Play Again" button. Restarting must remove the overlay, reset score to 0 and lives to 3, return the player to (0,0,0), reset/restart its first animation, and respawn the 7 coins and 3 enemies.

Add a minimal fixed HUD over the canvas. In the upper-left, show white text with a subtle dark shadow: `Score: 0` and beneath it `Lives: 3`, updating immediately as the values change. In the lower-left, show small semi-transparent light-gray instructions: `WASD/arrows or joystick + mouse/touch to move. Space to jump. Collect coins. Avoid red enemies.` Make the page full-screen with no scrollbars and a dark fallback background. Do not add weapons, shooting, power-ups, levels, timers, health bars, menus, or other mechanics not described here.

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