Appearance
Arcade › Pink Star Runner
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Yummycake Yummycake built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Pink Star Runner yet. Play it, then tell Yummycake Yummycake what you would add next.
Pink Star Runner was built by Yummycake Yummycake 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 Pink Star 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.
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 third-person 3D collectible game titled “Pink Star Runner.” Use a fixed dark purple night-world presentation: scene background and fog are deep purple (#24103f), with a large flat square ground plane in a slightly lighter purple (#40225d), soft shadows, and pink-tinted moonlit lighting. Use a perspective camera (about 55° field of view) positioned behind and above the player, following the player at roughly 6.5 units distance. Keep the camera and player framed similarly to an over-the-shoulder/third-person adventure game. The player is a stylized casual male character loaded from a low-poly animated character model. Face him into the world with the model rotated around 180 degrees, enable cast and receive shadows, and recolor his hair vivid hot pink. Add a distinctive custom pink spiky anime-hair silhouette on top of his head: a group of nine small five-sided cone spikes arranged around the head, with emissive magenta-pink material. The character should support idle, walk, run, and jump animations when available, switching based on movement state. Place the player initially at approximately (0, 0, 4). The goal is to collect all 12 floating golden-pale stars scattered around the player in a circular garden arrangement. Place one star for each of 12 evenly spaced angles around a circle, with radius varying between roughly 4.5 and 5.9 units. Stars are small faceted octahedrons, colored pale yellow/cream with strong warm golden emissive glow, positioned around y=0.7. They slowly rotate and bob vertically. When the player comes within about 1.15 units of a visible star, hide it and increment the collected count. There are no enemies, hazards, combat, health, or timer. After all 12 are collected, display a large centered “ALL STARS!” victory message in pale pink with a darker magenta shadow. Decorate the larger garden space with five simple low-poly cube-world trees placed well outside the collectible circle: approximately (-10,-8), (10,-7), (-11,8), (11,7), and (0,-14), using varied scales around 0.8–1.2. Add a thin glowing/translucent pink circular ring on the ground around the play area, with radius about 7.5 units, slowly rotating. Use soft hemisphere and directional lighting in pink/cream tones, shadow mapping, subtle purple fog, ACES-like tone mapping, and a polished low-poly look. Movement must work with WASD and arrow keys through a third-person movement controller, with a movement speed around 4.6, jump speed around 8.5, and gravity around -22. Press Space to jump. Include mobile drag movement support. Add a dash ability activated by keyboard E or a mobile DASH button: dash in the camera’s current horizontal facing direction for about 0.18 seconds at speed 22, with a 0.75-second cooldown. The dash should be available through a large circular button at the lower right on touch devices; style it translucent pink with a pale pink border, white bold “DASH” label, and a darker pink pressed shadow. Build the HUD as fixed HTML overlay above the canvas. At top left show bold uppercase text “PINK STAR RUNNER” with slight letter spacing and a dark purple text shadow. Beneath it show a rounded translucent light panel reading “Stars: 0 / 12,” updating to the current collected amount. At the bottom center show a rounded dark translucent instruction pill reading exactly “WASD / arrows to move · E / DASH · Space to jump · drag on mobile”. Put the circular DASH button at lower right, above the bottom edge. The entire game should fill the viewport, hide scrolling, adapt to resizing, and use responsive typography. Use a dark purple page/canvas backdrop and preserve the clean arcade collectible-game composition visible in the reference: purple ground and sky, bright pink-haired character near center, cream glowing diamond-like stars, and pink-accented HUD.