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Pit Runner

  • 3d
  • runner
  • arcade
  • survival
  • low-poly
  • action
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. Cortez Grayson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pit Runner yet. Play it, then tell Cortez Grayson what you would add next.

Make your own game

Pit Runner was built by Cortez Grayson 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 Pit 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 Pit 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 dark low-poly 3D third-person endless-style forward runner called “Pit Runner.” Use a Three.js-like real-time 3D presentation with a fixed chase camera behind and slightly above the player, looking down a long path into the distance. The world is a night-time pit/canyon: deep navy sky and fog, scattered stars, very dark cliff walls, broad repeating rectangular floor chunks with a darker central stripe, occasional raised side bridges/platforms, and glowing blue faceted crystal formations along both sides. Use dramatic cool moonlight plus subtle magenta rim lighting, soft shadows, and a stylized cartoon low-poly aesthetic.

The player is an original orange twin-tailed fox hero, visibly assembled from simple 3D primitives: orange capsule body and head, white chest and muzzle, pointed ears with cream interiors, bright eyes, two large orange tails with white tips, white gloves, red shoes with white cuffs/soles, a blue scarf, and a small blue-and-metal blaster held in one hand. Animate the fox with a running arm/leg cycle, swaying tails, slight lean while steering, and a distinct forward leg extension during a kick. Begin with a short playable intro cutscene: the fox falls from high above into the pit while rotating slightly, with a large shadowy villain apparition with glowing red eyes watching from the darkness. After roughly four seconds, place the fox on the path and begin the run.

The core game is an auto-running survival run. The fox continuously moves forward along the Z axis at a fast constant speed for a finite map of about 430 meters, while the player steers horizontally across a broad path using three implied lanes (left, center, right), with smooth movement bounded to the path. The objective is to survive, collect as many gold rings as possible, defeat approaching shadow enemies, and reach the shrine at the end to claim a floating glowing green Chaos Emerald. Once the endpoint is reached, transition to a short ending approach: remove enemies, show the emerald ahead, move the player toward it, then display a victory message and set the emerald collection count to one. Allow replay by pressing R or tapping after victory.

Place collectible gold metallic torus rings in repeating procedural chunks, in lines, sine-like patterns, and some elevated arcs. Rings rotate and bob gently. Collecting a ring increments the Rings counter, creates small golden spark particles, and every twentieth ring heals one health point if health is below maximum. Build the route from repeating chunks generated ahead of the player, each containing a dark floor, side walls/cliffs, crystals, occasional raised bridge, rings, and sometimes an enemy. Remove chunks and collectibles that are behind the player to maintain the forward-run feel.

Add simple hostile shadow humanoids that approach the player from ahead, moving toward the camera/player down a lane. They are made from dark maroon/black primitive humanoid shapes with glowing red eyes. A larger “evil friend” boss-style echo appears around every fifth wave when spawned: use a larger dark magenta shadow body with red glow and small spikes on its head. In the actual gameplay behavior, a normal enemy that reaches the fox causes one health damage, while the larger echo causes two; enemies can also hurt the player if they pass the player. The fox can destroy an enemy with a close-range kick, or with a straight-ahead glowing blue blaster projectile. A successful attack creates colored sparks, removes the enemy, increments Defeated and advances the Wave counter. The evil echo is also defeated by one successful kick or blaster hit; it is a larger target, briefly announces its arrival, and rewards some flight energy when destroyed. Do not add a multi-phase boss system or a visible boss health bar unless implementing behavior beyond this described slice.

Implement movement abilities and resource rules: Space makes the fox jump only while grounded. While airborne, holding W or Up enables a short hover/flight with reduced gravity and lift; Flight drains quickly while hovering and recharges fastest while grounded and more slowly while airborne without flight. K performs a quick close-range kick with a cooldown. B fires a glowing blue projectile straight forward with a short cooldown. The fox has 5 maximum health and becomes briefly invulnerable with a flashing visual after damage. At zero health, stop the run and show a game-over overlay explaining that the pit won, with R or a tap restarting the entire intro and run.

Use a fixed translucent dark HUD overlay with rounded borders and a warm cream/gold sans-serif visual style. At the top show the title “PIT RUNNER,” a status line, and counters for “Rings,” “Wave,” and “Defeated.” Below it show labeled Health and Flight horizontal gradient bars: health red/orange and flight cyan/purple, with numeric values such as 5 / 5 and 100%. During the run show status text including approximate meters remaining; during the ending and victory update the status accordingly. Center-screen modal panels should communicate the falling intro, the start of the run, evil echo spawning, the emerald ending, game over, and victory. On desktop show a controls guide: A/D or Left/Right to move, Space to jump, W/Up to fly while airborne, K to kick, B to use the blaster, and R to restart after defeat. On touch devices provide large translucent bottom buttons for LEFT, RIGHT, JUMP, FLY, and KICK; support press-and-hold for movement, flight, and other actions. Keep the camera, HUD, lighting, particles, animated character, collectible feedback, and procedural chunk flow polished but faithful to a dark cartoon survival runner rather than adding unrelated weapons, power-ups, or level types.

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