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Orbit Runner

  • 3d
  • arcade
  • collection
  • third-person
  • sci-fi
  • time-attack
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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. YANKY LEGENDS built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Orbit Runner yet. Play it, then tell YANKY LEGENDS what you would add next.

Make your own game

Orbit Runner was built by YANKY LEGENDS 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 Orbit Runner 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 Orbit Runner

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 collection game titled “Orbit Runner.” Use a dark navy sci-fi arena: a wide circular cylinder platform about 36 units across, with a low thickness, dark blue metal material, subtle fog fading into the background, and a glowing cyan ring around the playable perimeter. Place 18 evenly spaced thin blue-lit pillars around the outside edge. Use a perspective third-person camera that follows the player from behind at roughly 7 units distance, with smooth camera movement and a 60-degree field of view.

The player is a humanoid character loaded from the supplied character asset (an OBJ/MTL model in the assets zip); scale it to about 1.45, place it just above the floor, and orient it toward the camera’s forward direction. Give the player normal third-person movement with WASD or arrow keys, an on-screen mobile joystick, Space to jump, and Shift to sprint. Use gravity and jumping, with movement speed around 5.2 and jump speed around 8.5. Keep the player in the arena by using the circular arena boundary or equivalent collision limits.

The objective is to collect all 10 blue energy cores before 45 seconds elapse. Place the cores at fixed positions distributed around the arena, including near the outer edge and across the center: approximately (-8,-7), (-2,-5), (6,-7), (10,-1), (7,6), (0,7), (-7,6), (-11,1), (-3,1), and (3,-1) in the arena’s X/Z plane. Each core should be a bright cyan-blue glowing faceted icosahedron, with a thin cyan torus halo around it. Make cores slowly rotate and animate their halo. When the player comes within about 1.25 units, hide that core and increase the collected count. Completing all 10 immediately ends the run successfully.

Add five red enemy sentries at approximately (-5,-1), (5,2), (-1,-7), (9,5), and (-9,5). Each sentry is a red/pink glowing low-poly cone body with a small bright red eye near its upper front and a thin red torus glow at its base. Animate them with gentle rotation and slow drifting/orbiting movement around their starting areas. If the player comes within about 1.55 units of a sentry, reduce the shield by 1 and push the player away from the sentry; start the player with 3 shield points. When shield reaches zero, stop the run and show a failure message. There are no projectiles or combat attacks.

Use a dark blue background (#08101c), atmospheric fog, cool hemisphere and directional lighting, soft shadows, and a moving blue point/rim light for a polished neon sci-fi look. The platform should receive shadows and the player, sentries, and pillars should cast them. Use restrained metallic materials and cyan/red emissive accents.

Build the HUD as fixed, unobtrusive glass-like dark translucent panels with rounded corners and thin pale-blue borders. In the upper left show “ORBIT RUNNER” in uppercase light cyan and the instruction “Collect the blue cores. Avoid the red sentries.” In the upper right show three stats: “CORES 0 / 10,” “TIME 45,” and “SHIELD 3,” updating continuously. At the bottom center show “WASD / arrows · Space jump · Shift sprint · mobile joystick.”

At launch show a centered start modal titled “ORBIT RUNNER,” with the text “Collect 10 blue cores before the timer runs out. Avoid red sentries.” and a rounded cyan START RUN button. Reset score, shield, timer, core visibility, and player position (around (0, 0.15, 9)) whenever a run starts. During play hide the modal. On success show “RUN COMPLETE” and “You collected every core. Nice route through the arena.” with a “PLAY AGAIN” button. If time reaches zero first, show “TIME UP” and “The arena went dark before you found every core.” with “TRY AGAIN.” If all shield is lost, show “SHIELD DOWN” and “The sentries caught you. Try a wider route and use sprint.” with “TRY AGAIN.” Make the game responsive to window resizing and mobile input. If the character asset cannot be loaded, show a centered dark loading/error screen stating “Could not load the character asset.”

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