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Arcade › Ore Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jeronimo Castillo built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ore Run yet. Play it, then tell Jeronimo Castillo what you would add next.
Ore Run was built by Jeronimo Castillo 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 Ore 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 playable 3D top-down arcade game titled “Ore Run.” Use a dark deep-space mining-field presentation: a nearly black navy background with fog, a large dark blue ground plane, and a faint blue square navigation grid. Add sparse tiny pale-blue star particles floating in the background. Use a perspective camera looking down from above at the player, centered on and following the player at roughly 20 units distance; the field should show a bounded play area approximately x=-17..17 and z=-15..13. The player is a small mining skiff/spaceship starting near the bottom of the field at (0, 0.45, 11), viewed from behind/above. Prefer a stylized low-poly Quaternius-like spaceship model if available, with a blue/cyan metallic body and wings; provide a simple fallback low-poly cyan cone/ship with dark blue wing bar. The ship should cast a soft shadow and move horizontally and vertically across the field using WASD or arrow keys. Keep it inside the bounds. The HUD hint should read “WASD / arrows to steer · Space to boost” as shown, while implement the boost key consistently (the source behavior uses Shift, so either support Shift and Space, or at minimum make the displayed Space control functional). Boost should alter the obstacle motion so boulders advance faster while active. Populate the field with about 11 rotating low-poly brown/gray boulders and 9 glowing orange-gold ore nodes. Boulders are irregular faceted rocks of varied scale, distributed randomly across x=-15..15 and z=-15..8; they slowly drift toward increasing z and respawn far ahead at z=-15 when they pass z=15. Rotate them gently. If the player comes within about 1.65 units of a boulder, reduce hull by 1, push the player away from the impact, respawn that boulder ahead, and show “Impact detected — keep mining.” When hull reaches zero, show “Hull breached” and stop gameplay. Ore nodes are bright emissive orange octahedral crystals, hovering slightly above the ground, rotating and bobbing. Place them randomly across x=-14..14 and z=-15..8. Collect one when the ship is within 1.35 units, expanded by 0.35 per magnet upgrade level. On collection, add 25 to the ore haul score, add0 to money, update the persistent best score if surpassed, respawn that ore at a new random location, and show “Ore sold for 10.” The goal is to collect as much glowing ore as possible while avoiding boulders; there is no level completion, only survival/high score. Build a fixed glassy dark translucent HUD over the 3D scene. In the upper-left, show a bordered panel titled “ORE RUN,” the subtitle “Mine the glowing seams. Stay clear of the boulders.” and right-aligned live stats: “Ore haul” starting at 0, “Money” starting at $0, “Hull” starting at 3 / 3, and “Best” loaded from local storage starting at 0. Use pale blue text and bright cyan values. In the upper-right show the steering/boost hint. Along the bottom-left, add an interactive “UPGRADE BAY” panel with buttons for Engine, Hull, and Magnet. Engine starts at level 0 and costs $50, Hull starts at level 0 and costs $75, Magnet starts at level 0 and costs $60. Each upgrade’s next cost is its base cost plus 50 times its current level. Disable buttons when unaffordable. Engine upgrades increase movement speed by 1.6 per level; Hull upgrades increase maximum hull by 1 and fully repair the hull; Magnet upgrades increase collection radius by 0.35 per level. Keep purchases available during a run, subtract money, update labels such as “Engine Lv 1 ·00,” and display a short status message. At the bottom center, show a bordered status message initially reading “FIND THE GLOWING ORE.” On game over, cover the scene with a dark translucent overlay and centered card reading “Hull breached,” “You hauled [score] ore · [money],” and a “Launch again” button. Restart resets score and money, restores hull to the current maximum, places the ship at its starting position, redistributes/resets all rocks and ore, hides the overlay, and returns the status to “Find the glowing ore.” Also allow R to restart after game over. Use soft directional/hemi lighting, cyan rim lighting, shadows, ACES-like tone mapping, and a clean low-poly sci-fi aesthetic matching the screenshot: dark navy, blue grid, cyan UI, and glowing amber ore.More free browser games