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Moonlit Run

  • 3d
  • third-person
  • collection
  • arcade
  • timed
  • moonlit
  • webgl
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. Nicolas Allard built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Moonlit Run yet. Play it, then tell Nicolas Allard what you would add next.

Make your own game

Moonlit Run was built by Nicolas Allard 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 Moonlit 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 Moonlit 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 collection game titled “Mia’s Moonlit Run.” Use Three.js (or an equivalent WebGL engine) with a dark navy night background and matching fog. The playable character is Mia, loaded from the provided humanoid GLB model asset “assets/Rig_model_mia.glb”; place her in the world at the start position (0, 0.04, 7), scaled about 1.35x, with cast/receive shadows and an idle animation when available. Use a third-person follow camera with a perspective view (about 55-degree field of view), roughly 6.5 units behind the character, showing the meadow and Mia from behind/above. The camera should follow the player while she moves and jumps.

Build a compact moonlit meadow arena: a dark blue-green cylindrical ground island about 18-unit radius, with a flattened oval moonlit path on top. Add soft blue nighttime lighting: a pale-blue hemisphere light, a strong cool directional moonlight from the upper left/front that casts soft shadows, and a cyan point/rim light near the center. Add light atmospheric fog fading in the distance. Scatter six low-poly gray-blue dodecahedron rocks around the perimeter/edges at approximately (-8,-6), (8,-5), (-9,5), (9,6), (-5,8), and (5,8), using varied scales matching the source (roughly 0.8–1.5), with random rotations and shadows.

The objective is to collect all 8 glowing moon shards before the night fades. Represent each shard as a small floating cyan/ice-blue emissive octahedron, metallic/slightly rough, with a bright blue glow. Place them at world X/Z coordinates (-6,3), (-3,-2), (0,-6), (4,-4), (7,1), (4,7), (-4,7), and (0,1), at about Y=0.85. Make them slowly spin on both axes and bob vertically with a subtle sine-wave motion. A shard is collected when Mia comes within about 1.15 world units; hide it and increment the collected count. There are no enemies, combat, health, or other hazards in the shown game.

At the start, show a centered modal card over the scene with the heading “Moonlit Run,” the text “Move Mia through the meadow and collect 8 glowing shards.”, and a light-cyan “Start run” button. The run does not begin until that button is clicked. On starting or restarting, reset Mia to (0, 0.04, 7), make all shards visible again, set the collected count to 0, and set the countdown timer to 45 seconds. While active, movement uses WASD or arrow keys; Shift makes Mia run; Space makes her jump; support a touch joystick on mobile. Use movement speed around 4.4, jump speed around 7.5, and gravity around -22.

Create a fixed dark translucent glass-style HUD with rounded corners and thin pale-blue borders. At the upper left display the uppercase title “MIA’S MOONLIT RUN” and subtitle “Collect the moon shards before the night fades.” At the upper right display “Shards 0/8” (updating as shards are collected) and “Time 45” (counting down and rounding up to whole seconds). At the lower left display the help text “WASD / arrows to move · Shift to run · Space to jump · Touch joystick on mobile.” Keep the HUD readable over the dark scene, using white/light-blue text and cyan accents.

When all 8 shards are collected before time expires, stop the run and show the centered modal again with title “Moonlight champion,” body “Mia found every shard before the night faded.”, and a button labeled “Run again.” If the timer reaches zero before all shards are collected, stop the run and show title “The night faded,” with body text in the form “Mia found X of 8 shards. Try a faster route.” and the same “Run again” button. The visual style should remain minimalist, polished, and atmospheric: low-poly 3D meadow geometry, cool blue moonlight, glowing collectibles, dark navy UI cards, and no extra mechanics beyond the described collection, movement, jump, countdown, win, and timeout states.

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