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Arcade › Pulse Runner
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jacob built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Pulse Runner yet. Play it, then tell Jacob what you would add next.
Pulse Runner was built by Jacob 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 Pulse 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 playable Three.js endless three-lane cyberpunk runner titled “Pulse Runner.” Use a third-person, slightly elevated chase camera looking forward down a dark neon city street. The player automatically runs straight ahead on a central road, represented by a blocky humanoid runner model (use a low-poly/blocky character with a sprint animation; provide a simple cyan/magenta capsule-and-head fallback if the model fails). The runner starts in the middle of three lanes at x positions -3.2, 0, and 3.2, and smoothly moves toward the selected lane after each lane change. Keep the player near the camera while the road, buildings, obstacles, shards, and light columns move toward them to create forward motion. Build the environment as a dark futuristic city at night: a broad nearly black road made from repeating modular straight road tiles, tall commercial buildings lining both sides, deep navy background and fog, and repeating glowing hologram/light columns along the sidewalks. Add thin glowing lane guides and road edges: cyan and magenta emissive neon strips running into the distance. Light the scene with cool cyan ambient/hemisphere light and a strong pale directional light, with shadows enabled. Use an ACES-like cinematic tone map, subtle dark vignette, and a neon palette dominated by cyan, hot magenta, dark blue, and occasional amber. Gameplay is an endless automatic run. The runner’s speed begins at 18 world units per second and accelerates gradually up to 34; display speed as speed multiplied by 13, rounded, in KM/H. Increase distance continuously and award 1 data shard score for each 12 units traveled. Spawn hover drones from the far distance around z=-82 at random intervals roughly 0.55–1.05 seconds, becoming somewhat more frequent as score rises. Each drone is a dark hovering rectangular body with cyan side wings and a glowing magenta or amber spherical core; make it bob and rotate. Drones approach the player and cause an immediate crash/game over if one is within about 1.08 z units and the player is within about 1.25 x units of its lane. Remove objects after they pass the player. Also spawn collectible floating data shards from z=-82 at random intervals roughly 0.42–0.95 seconds, each randomly in one of the three lanes. Make them small glowing cyan or magenta octahedrons that rotate and bob vertically. Collect one when it comes within about 1.1 z units and 1.25 x units of the runner: add 5 to the score and restore 8 energy, capped at 100, with a click sound. Missed shards are removed after passing the player. Implement the signature perception-time mechanic. Press Space or T, or tap the large bottom-right “SLOW TIME” button, to toggle it. While active, the world runs at 24% simulation speed: drone/shard movement, spawning, city scrolling, and environmental motion slow down, but the runner animation and lane movement remain responsive/fast. Slow time drains energy at 18 percentage points per real second and automatically ends at zero; normal time recharges energy at 7.5 points per second, capped at 100. Do not activate it if energy is 1 or less. While active, enlarge the runner slightly, slow drone/shard rotations, lower the camera slightly, and show a cyan/magenta radial time-wash overlay. The HUD perception label changes between NORMAL and SLOWED and the button gets an active magenta/cyan glow. Controls: left/right arrows or A/D change one lane toward the left/right, clamped to the outer lanes; mobile/touch buttons at bottom left show ◀ and ▶ and do the same. The bottom-right control is the SLOW TIME button with the sublabel “TAP / T KEY.” Play a short interface click on lane/toggle and shard collection actions where possible. When the runner hits a drone, stop normal gameplay, show a centered game-over message “GLITCHED OUT” and text stating how many data shards were grabbed, display a “RUN AGAIN” button, and make the restart reset score, energy, lane, speed, object lists, and the starting state. Overlay a clean futuristic HUD using an Orbitron-style geometric sci-fi font. At the top, use two translucent dark gradient panels with thin cyan borders and soft neon shadows: left panel reads “DATA SHARDS [score]” and “SPEED [value] KM/H”; right panel reads “ENERGY [value]%” and “PERCEPTION [NORMAL/SLOWED].” Put a subtle dark vignette over the screen. On initial load, center a fading title “PULSE RUNNER” and the instruction “A/D or arrows to weave through traffic. Toggle perception time to slow the world while your runner keeps moving fast.” Keep the controls and HUD responsive to mobile screens.