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Arcade › Mia's Star Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. MR_XB991 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Mia's Star Run yet. Play it, then tell MR_XB991 what you would add next.
Mia's Star Run was built by MR_XB991 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 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 3D third-person arena collection game titled “Mia’s 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 character. The character is a colorful, cartoonish humanoid girl/mascot model (the visible model has a large square sponge-like yellow-green face, prominent blue eyes, clothing, thin arms and legs, and black shoes); scale it up clearly enough to be the focus of the camera, enable mesh shadows, and play its first available animation clip continuously. Put the character in a dark blue circular arena: a large flat cylinder approximately 36 units in diameter and 0.5 units thick, with a deep navy material, rough surface, and a glowing light-blue torus boundary around it. Add a dark navy background and atmospheric fog, with cool blue hemisphere lighting, a strong white directional key light from above/front-left that casts soft shadows, and a weaker blue rim light. Around the outer arena, place 10 short, chunky, low-poly cylindrical/octagonal pillars in alternating blue-gray materials, at roughly radius 10.8–12.1, with varying heights around 1.1–1.8 units. Add 18 tiny glowing cyan-blue rectangular beacons around radius 16.6 as a perimeter marker. Keep the overall style low-poly, colorful, softly shadowed, and arcade-like. The objective is to collect all 12 floating golden stars before the timer expires. Represent each collectible as a small glowing pale-gold emissive octahedron, floating around y=1.1 and bobbing vertically slightly while rotating. Place them at these exact arena coordinates (x, y-ground reference, z): (-8,0,-5), (-4,0,-1), (0,0,-4), (5,0,-5), (8,0,1), (-8,0,3), (-3,0,5), (2,0,5), (7,0,6), (-10,0,8), (4,0,1), and (10,0,-6). Start the character at (0, 0.02, 7.5). When the character comes within about 1.25 units of a visible star, collect it immediately, hide/remove it, and increment the HUD counter. The run is won as soon as all 12 stars are collected. Add five flat, bright pink/red glowing circular pulse hazards, made as short cylinders lying flat on the arena, at coordinates (-5, 2.2), (4, -1.8), (0, 2.2), (8, -3.5), and (-9, -1.8), where each pair is x,z. Make them gently pulse in scale over time. If the player comes within about 1.05 units of a hazard, apply the game’s actual mild penalty by repeatedly multiplying the player’s x and z coordinates by 0.985, pulling/slowing the player toward the arena center; do not invent damage, health, lives, or knockback systems. Use a third-person camera following the character, initially positioned around (0, 5.2, 8.5), with a 55-degree perspective field of view, and a follow distance of about 6.2 units. The player controls should support WASD and arrow keys for movement, Shift for sprint, and Space for jump, with gravity around -22 and jump speed around 8.5; use a movement speed around 5.2 and a slope limit around 45 degrees. Support touch play with a virtual left movement stick and a jump control. Keep the character animation updated through an animation mixer; when moving, use the available movement/run state and increase the animation playback rate for running. Build a fixed full-screen HUD over the canvas with a dark translucent, blurred, rounded panel at the upper-left. Show the uppercase title “MIA’S STAR RUN” in light blue, a large counter exactly like “Stars 0 / 12,” and a status line showing the remaining time, initially “Time 65s · collect every star,” changing to “Arena cleared.” on victory or “Time ran out — try a faster route.” on timeout. Use a 65-second countdown that decreases while the game is active. Add a translucent help panel at the upper-right on desktop, moving to the lower-right on narrow/mobile screens, with exactly: “WASD / arrows move · Shift sprint · Space jump” and “Touch: left stick + jump”. On startup, overlay a centered dark translucent rounded message near the top-center reading “Ready?” and “Move Mia through the arena and grab the stars.” When the timer reaches zero, show a message titled “Time up” with “The stars are still out there.” When all stars are collected, show “Arena cleared!” with “Mia found every star.” Display a “Run again” button in the HUD only after either ending state; clicking it resets the timer to 65 seconds, score to zero, player position to the start, and makes all stars visible again. Do not add enemies, weapons, health, extra levels, powerups, sound, or other mechanics not described here.”,