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Planet Run

  • 3d
  • arcade
  • space-shooter
  • wave-based
  • survival
  • neon
  • roguelite
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. Ooga Booga built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Planet Run yet. Play it, then tell Ooga Booga what you would add next.

Make your own game

Planet Run was built by Ooga Booga 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 Planet 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 Planet 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 arcade space shooter called “Planet Run.” Use Three.js (or an equivalent WebGL 3D engine) with a third-person, slightly elevated top-down camera that follows the player across a flat square arena. The scene is a dark navy/black space backdrop with subtle fog and a dense field of tiny pale stars. In the distance, place a large slowly rotating spherical planet at upper-left/rear of the arena, with a faint atmospheric shell; change its emissive color palette as the planet number changes (blue, pink, green, orange, purple palettes). Light the geometric objects with soft cool ambient and directional light.

The player is a small low-poly spaceship at ground level: a pale conical/nose body oriented toward the mouse aim direction, a cyan-blue rectangular wing, and a dark engine cylinder with blue emissive glow. The player moves freely on the XZ plane using WASD or arrow keys, with smooth acceleration/deceleration and boundaries around a square arena approximately 36 by 36 units. Aim with the mouse by raycasting onto the ground plane; rotate the ship toward that point. Hold the left mouse button to fire continuously.

Implement wave-based combat. At the beginning show a centered translucent dark instruction panel titled “Planet Run” with the text “Fight waves, grab coins, and don’t run out of oxygen.” Show controls in two columns: Move WASD/Arrows, Aim Mouse, Shoot Left Click (hold), Weapon Q/E (or wheel), Pause Esc, plus “Click to start (also enables audio).” Clicking starts the run and hides this panel. Enemies are simple glowing red/pink low-poly icosahedron shapes that spawn at the left or right edges of the arena, move/orbit toward the player while maintaining roughly 6.5 units distance, rotate to face the player, and periodically shoot red projectiles. They also damage the player on contact. Each planet’s enemy health increases with planet and wave number; wave size starts at 4 plus planet index and grows by about 1.2 enemies per wave, capped at 18.

Give the player three cyclic weapons, displayed in the HUD: Blaster (default, cyan projectile, one shot about every 0.13 seconds, damage 10, speed 28); Scatter (orange projectiles, five pellets per shot with random angular spread about 0.22 radians, every 0.28 seconds, damage 6 each, speed 24); Laser (green projectile, one shot every 0.06 seconds, damage 5, speed 32, tiny spread). Switch with Q/E or mouse wheel. Player projectiles are small glowing spheres and disappear after about 1.7 seconds or at distant bounds. They damage enemies; on hits and deaths create short-lived bursts of small colored particles and play simple synthesized arcade sounds if audio is available. Enemy projectiles are red, speed about 18, and damage about 8 plus a small planet scaling factor.

Enemies drop collectibles when destroyed: two small gold glowing octahedron coin pickups, each worth half of a randomized 4–8 coin drop (with a small planet bonus), and with about 22% probability a cyan glowing cube oxygen canister worth roughly 22 oxygen plus a planet bonus. Pickups bounce briefly on the ground, spin, and are magnetically attracted when the player comes within 4.2 units; collecting coins increments the coin counter, while oxygen refills current O2 up to maximum and displays a short “+N O2” message. Pickups expire after about 16 seconds.

The survival systems must be prominent. Start with HP 100/100 and O2 100/100. Oxygen drains continuously at 3.5 per second only during play; if oxygen reaches zero, health drains at 8 per second. Enemy contact deals 14 damage and enemy bullets deal their projectile damage, with a short player invulnerability interval and hit particle effect. Losing all health ends the run. Progress is infinite: state displays Planet-Wave in the form “1-1”; clear a wave by destroying every enemy. Odd-numbered cleared waves immediately spawn the next wave; after every even-numbered wave, pause combat and show an upgrade screen.

The upgrade screen is a centered translucent panel titled “Upgrades,” explaining “Spend coins, then press Enter to launch to the next planet.” It lists five repeatable upgrades with numbered keyboard shortcuts and escalating costs (base cost multiplied by about 1.35 each level): 1 Weapon Damage, +10% all weapon damage, base 25 coins; 2 Fire Control, -8% weapon cooldown, base 30; 3 Reinforced Hull, max HP +20 and fully heal, base 40; 4 Bigger Tank, max O2 +20 and refill oxygen, base 35; 5 O2 Efficiency, reduce oxygen drain by 12%, base 45. Press 1–5 to buy if enough coins, otherwise show “Not enough coins.” Press Enter to leave the upgrade screen, increment to the next planet, reset wave numbering for that planet, change the planet palette, and spawn the next wave. Include Q/E weapon switching reminder on this panel. The current upgrade levels should be shown and coins deducted.

Use a clean neon HUD over the render: at the upper-left, five rounded pill badges labeled HP, O2, Coins, Planet, and Weapon, with live values such as HP 100/100, O2 100/100, coin total, planet-wave number, and current weapon name. Use dark translucent backgrounds, thin blue/lavender borders, blur, pale blue-white text, and rounded corners. Show transient centered messages near the upper-middle for “Wave 1 — good luck,” wave transitions, upgrade time, planet arrival, pause/unpause, oxygen gains, and similar status. Escape toggles pause during gameplay, displaying a “Paused”/“Unpaused” message. On death show a centered “Game Over” panel with planets reached and coins collected plus a Restart button; restarting fully resets upgrades, stats, player position, and starts a fresh run. Maintain the minimalist, polished neon sci-fi visual style shown: no ground texture is required, just the dark space environment, glowing geometric ships, projectiles, pickups, particles, sparse UI, and the large background planet.

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