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Arcade › Prism Run
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Nobody has said anything about Prism Run yet. Play it, then tell Crypto Visioneer what you would add next.
Prism Run was built by Crypto Visioneer 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 Prism 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 arcade game titled “Prism Run,” viewed from a third-person chase camera behind and slightly above a small glowing spaceship flying forward through a deep-space tunnel. The camera should look toward the player and the space ahead, with mild camera follow and shake on impacts. Use a dark violet/near-black background with fog, strong cyan and magenta point lighting, additive neon materials, and bloom/post-processing so bright objects glow. Fill the scene with hundreds of tiny purple/cyan stars, distant floating colored shards, alternating cyan/magenta luminous tunnel rings, and occasional background space-station props such as antenna structures, satellite dishes, animated flying scouts, and a large gate. The player ship is centered near the camera and is built as a stylized angular neon craft: a bright cyan arrow/cone-like hull, magenta side wings, a white glowing cockpit, purple lower accent, pink engine pods, a cyan aura/shield glow, and a particle trail streaming behind it. Also provide four selectable replacement ship models/buttons at the top center: BEE (default, Barbara the Bee), FLAMINGO (Fernando the Flamingo), FROG (Finn the Frog), and PANDA (Rae the Red Panda). These are alternate ship visuals and weapon profiles, with BEE using one yellow shot, FLAMINGO using two pink shots, FROG using a stronger green shot, and PANDA using a purple shot. If external model assets are supported, use the corresponding low-poly cartoon space-ship models; otherwise use distinct colorful low-poly substitutes. Keep the active choice visibly highlighted. This is an endless forward-running space shooter/dodger. The ship automatically advances through the tunnel, and the forward speed gradually increases over time, with a temporary boost adding substantial speed. The player freely moves horizontally and vertically within a bounded rectangular play area: keyboard A/D or Left/Right move sideways, W/S or Up/Down move vertically, and Space activates BOOST. On desktop, show the keyboard instructions along the bottom. On touch devices, show a translucent four-button directional pad at lower left and large BOOST, FIRE, HEAVY, and BOMB buttons stacked on the lower right. Also support gamepad analog movement and buttons, including a button to cycle ship choices. Spawn a repeating stream of objects ahead of the ship and move them toward the camera/player: luminous blue crystals, larger bluish rocks, orange pipe-like rings, and purple flying enemies. Objects rotate; rocks and rings have slight movement. Place them at varied x/y positions across the tunnel and recycle them to far ahead after passing behind the player. Give them distinct durability: crystals 1 hit, rings 3, rocks 4, enemies 5. Colliding with a crystal awards points, while colliding with a ring awards more points; collisions with rocks/enemies damage the player. A near miss at close distance should display “CLOSE CALL” and a brief flash. Destroyable objects should shrink under fire, then explode in vivid cyan, pink, or purple particle bursts with rings, shards, screen flash, a brief slow-motion effect, score popups, and different point rewards (crystal 140, rock 180, ring 220, enemy 320 on destruction; partial hits add smaller score). The ship continuously earns distance points. Holding FIRE or F on keyboard repeatedly shoots glowing plasma bolts straight forward. Bolts should have bright colored spherical heads and long emissive tails, with fire rates and damage based on the selected ship. Holding B or E, or pressing/touching HEAVY, activates a temporary heavy weapon that fires extra/stronger shots for about six seconds. Every roughly 60 seconds, spawn a golden rotating octahedral pickup with a halo in the flight path; collecting it grants a “SPECIAL WEAPON” lasting about 15 seconds and greatly increases shot power. Every roughly 32 seconds, trigger an “AMBUSH PATTERN” by adding a line of five alternating rocks and rings across the path. Include a large station gate that moves toward the player and is randomly positioned. Passing through its opening awards a gate bonus: briefly show “GATE BONUS x2,” restore much of the shield, activate heavy weapon, and double score for a short period. Add a NOVA BOMB ability activated by Y or BOMB, initially ready and then recharging for about 18 seconds. The bomb causes a large purple/cyan explosion centered on the ship, clears nearby objects in front of the player, awards bonus points per cleared object, and briefly shakes/flashes the screen. Display its ready/recharge state in the HUD. The HUD must be clean futuristic white text with wide letter spacing and cyan glow. At top left show “PRISM RUN” and a six-digit score; at top right show “HIGH SCORE” and the persistent six-digit high score saved locally. Beneath the left side, show labeled horizontal SHIELD and LIFE bars: shield cyan and life pink/orange. Start both at 100. Enemy/rock collisions first deplete shield in 35-point chunks; once shield is empty, they deplete life by 25. End the run when life reaches zero: show a bright pink death burst, “RUN ENDED,” and a centered dark translucent GAME OVER card with the final score, high score, and a PLAY AGAIN button. Save a new high score and update it immediately. Add center-screen transient labels such as IMPACT!, HEAVY WEAPON, SPECIAL WEAPON, NOVA BOMB, and AMBUSH PATTERN, plus floating score popups near the ship. Use synthesized arcade sound effects if audio is available: square-wave shooting, shield chimes, harsh hit and destruction sounds, a rising boost sound, special/gate tones, and a large noisy bomb/death effect. Maintain an intense neon cosmic aesthetic matching the screenshot: mostly black/navy space, cyan-white glowing ship and stars, pink/purple accents, bloom, fog, and minimal unobtrusive futuristic UI.