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Arcade › Microbe Courier
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Hiruni Rupasinghe built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Microbe Courier yet. Play it, then tell Hiruni Rupasinghe what you would add next.
Microbe Courier was built by Hiruni Rupasinghe 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 Microbe Courier 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 stylized 3D exploration/collection game titled “Microbe Courier,” with the in-game header reading “CELLBOUND · BODYWORLD RELAY.” Use a third-person, low camera positioned behind and slightly above a small spherical microbe courier avatar near the bottom-center of the screen. The avatar is a pale cream/white round cell with several short, irregular cream-colored nub/spike-like protrusions around its surface, and it moves across the environment rather than being a humanoid character. Set the level inside an abstract human-body-inspired world. The ground should be a broad dark burgundy/maroon surface covered with many large, concentric raised hot-pink/magenta ridges, like circular tissue folds or rings. The rings should fill most of the playable area and create a strong looping relay-course appearance. Surround the arena with a warm beige/yellow organic-looking backdrop and scattered tall, rounded dark magenta/purple organic pillars or cell-like forms around the horizon and edges. Keep the visual style low-poly, smooth, colorful, and biological rather than realistic. Place collectible relay cells throughout the arena as small glowing pale pink/violet-white spheres, visibly contrasting against the dark maroon ground and magenta rings. The screenshot shows many of these collectibles distributed across the rings, including some close to the courier. The central gameplay goal is to collect 12 violet relay cells before the immune pulse reaches the player. Track collection in a prominent upper-left HUD panel: show the title line “CELLBOUND · BODYWORLD RELAY,” a large counter exactly like “Signal nodes: 0 / 12,” a timer line starting at “Time: 90s,” and the instruction “Collect the violet relay cells before the immune pulse reaches you.” The counter must update as relay cells are collected, and the 90-second countdown should communicate the time pressure. Include a visible failure condition associated with the immune pulse reaching the courier and a completion condition when all 12 nodes are collected, but do not add unrelated weapons, enemies, inventory, or combat systems. Use keyboard movement controls: WASD and arrow keys to move, Shift to run, and Space to hop/jump. Support drag-to-look for camera control. Display a bottom-center dark translucent rounded instruction panel reading “WASD / arrows to move · Shift to run · Space to hop · drag to look.” Keep the HUD legible with a dark translucent charcoal-purple rounded rectangle, pale lavender body text, and bold white/lavender headings. In the lower-right, include a translucent circular touch/look control matching the screenshot’s mobile-style overlay. Frame the courier, nearby relay cells, the concentric tissue rings, and the surrounding organic pillars clearly, with soft lighting and no debug overlays.