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Arcade › Mia's Star Dash
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.
Nobody has said anything about Mia's Star Dash yet. Play it, then tell Mohamed Ibrahem what you would add next.
Mia's Star Dash 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's Star Dash 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 mobile-friendly 3D third-person collection game titled “Mia’s Star Dash.” Use Three.js-style real-time 3D rendering with a vertical/full-screen canvas and no HTML HUD elements; draw the interface as a transparent canvas overlay above the 3D scene. Scene and visual style: Set up a simple low-poly outdoor arena. Use a flat circular green ground about 48 units across, a clear muted sky-blue background, and matching blue atmospheric fog that fades distant objects. Add soft hemisphere lighting plus a warm directional sun, producing gentle low-poly shading. Around the outer edge of the arena, place a decorative ring of roughly 14 irregular gray low-poly rocks at a radius of about 20–22 units. The rocks should be randomly rotated and slightly varied in size. Keep the visual style sparse, colorful, and stylized, with no buildings, enemies, weapons, or other scenery. Player: Load and display the supplied humanoid girl model asset “assets/Rig_model_mia.glb” as the playable character Mia. Normalize the model to approximately 1.6 world units tall, center it on the X/Z axes, and place her feet on the ground. The visible model is a young anime-styled girl with short hair, a dress/skirt, shoes, and outstretched arms in its base pose; preserve the supplied model’s appearance/materials. Put the model in a holder/group so the holder handles movement and facing. If animations exist in the GLB, use an idle animation while stationary and blend to a looping walk/run animation while moving. Smoothly rotate Mia toward her direction of travel. Core game loop: On each round, reset score and timer, place Mia at the center, and spawn exactly 12 floating golden collectibles distributed randomly across the arena at radial distances 3–16 units from the center. The collectibles are visibly faceted, glowing yellow/gold low-poly icosahedron-like objects (the HUD calls them stars); place them around y=0.9 and make them bob vertically slightly and rotate continuously. Mia collects one when she comes within about 1.3 units. Remove it, add 100 points, increment the collected count, and play a short synthesized blip. The objective is to collect all 12 before the 45-second countdown reaches zero. Completing all collectibles immediately ends the round in a win state; otherwise reaching zero ends it as a loss. There are no lives, combat, hazards, or enemy characters. Keep the player inside the circular arena by clamping their horizontal distance from the origin to 22 units. Camera: Use a perspective third-person follow camera. During play, place it roughly 8.5 units behind Mia based on the camera yaw, elevated according to a pitch angle, and look toward a point around Mia’s upper body (y≈1.2). Start with a moderately elevated angle. Allow the player to orbit/look around using the right side of the touchscreen: horizontal dragging changes yaw and vertical dragging changes pitch, clamped to a low-to-moderate downward/upward range (about 0.1–1.2 radians). On menus and the game-over screen, slowly orbit the camera around the stationary center/player at about 10 units away and height 6, looking at y≈1.2. Controls: Support multitouch pointer controls. While playing, dragging on the left half of the screen controls movement like a virtual analog pad: the drag displacement from the initial touch maps to a normalized two-axis movement vector, capped at a radius of about 70 pixels. Dragging upward moves forward relative to the current camera yaw; dragging downward moves backward; left/right strafe relative to the camera. Show a subtle circular virtual pad outline near the lower-left of the screen, and when active show a smaller highlighted ring following the input. Use a movement speed around 5.2 units/second. The right half is reserved for drag-look. Also support desktop keyboard controls: W/A/S/D and the arrow keys move in the same directions. A tap anywhere on the menu or game-over screen starts or restarts a round; a keyboard key does the same. HUD and screens: Render a full-screen overlay with a dark translucent panel on menus and game over. Initial menu text should be centered and read: “Mia’s Star Dash” in bold yellow, “Drag left to move, right to look,” “Collect 12 stars before time runs out,” and a pulsing “Tap to start.” During play, show a translucent dark top bar. At top-left display a yellow star symbol followed by the score, initially “★ 0”; at top-right show the remaining seconds, initially “45s,” in white, changing to a warning red/pink when under 10 seconds. Under the bar, show a thin yellow progress bar whose width represents collected stars out of 12. Keep the virtual movement pad visible at lower-left. Update the timer display as a rounded-up whole number while the internal timer counts down continuously. Game-over overlay: When all 12 are collected, show a dark translucent overlay with a green “You Win!” heading; when time expires first, show a yellow “Time’s Up” heading. Under it show “Stars: collected / 12” and “Score number,” followed by a pulsing “Tap to play again.” Restarting should remove any remaining collectibles and reset the round to 45 seconds and zero score. Audio and implementation details: Unlock audio on the first user gesture. Use short synthesized triangle-wave style pickup tones, with a slightly different celebratory two-tone sequence on winning; silent/no background music is acceptable. Handle window resizing while keeping the camera aspect ratio and full-screen canvas correct. Use WebGL2-capable rendering with antialiasing, a capped pixel ratio, depth-tested 3D rendering followed by a depth-cleared transparent HUD pass. Maintain game state values equivalent to menu, play, and over, including score, timeLeft, starsCollected, and starsTotal.