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Quar Escape

  • 3d
  • top-down
  • survival-shooter
  • endless-runner
  • boss-fight
  • arcade
  • mobile-friendly
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. sriatnet built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Quar Escape yet. Play it, then tell sriatnet what you would add next.

Make your own game

Quar Escape was built by sriatnet 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 Quar Escape 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 Quar Escape

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-style 3D top-down/trailing-camera survival shooter titled “Quar Escape.” The setting is a dark haunted forest at night: a long narrow dirt trail about 11 units wide through dark green ground, with repeating stylized low-poly conifer trees and occasional warm evacuation lanterns on poles at the sides. Use a deep navy background and fog, cool moonlight, soft shadows, and subtle glowing effects. The camera is a perspective camera positioned high behind and slightly above the player, looking forward down the path; the player remains near the lower center while the forest, lane markings, trees, and lanterns scroll toward the camera to communicate forward motion.

The player character is Xander, a small stylized boy made from simple geometric meshes: blue blocky clothing, a skin-colored spherical head, and a yellow scarf. A small monkey companion named Miko rides beside/behind his left shoulder; Miko is brown with a lighter belly, head, ears, tiny dark eyes, and a curled tail. Xander automatically runs forward along the trail. The player steers freely in the lane with WASD or arrow keys, including left/right and limited forward/back repositioning, while the character continuously advances. Clamp horizontal movement so he stays on the path. On mobile, provide a visible virtual left joystick.

The enemies are Quarbound possessed villagers: dark purple-gray capsule-like humanoid forms with a small floating green spirit orb above them and faint green point-light glow. They spawn ahead and at the lane edges, then pursue Xander directly, gradually becoming faster as distance increases. Contact continuously damages health. Destroying one with a shot awards 10 score and creates a brief glowing green burst. Spawn pressure increases over the run, and after roughly 280 meters some spawn clusters contain two enemies. Keep the active chase readable in the trailing camera.

Xander fires cyan/blue glowing pulse shots toward the closest nearby enemy (or toward the aim point if there is no target). On desktop hold Space; on mobile hold/tap the red FIRE button. Shots are small luminous spheres with a short cooldown of about 0.24 seconds. Miko automatically throws yellow banana-like support projectiles at the closest threat at regular intervals, faster during the boss fight; these also damage enemies. Include brief colored impact/explosion bursts when shots hit. Xander can dash with Shift or the mobile green DASH button: trigger a brief fast burst and about 0.22 seconds of invulnerability, using the current movement direction or forward if no direction is held. Dash has a roughly 2.8 second cooldown, and show a short “Dash burst!” or cooldown message.

Place purple purity shrines along the moving trail. Each is a dark faceted pedestal with a hovering/rotating glowing violet octahedral crystal and purple light. When Xander touches one, consume it, restore 20 health (up to 100), and reduce dash cooldown by about 1.1 seconds, with a purple pickup burst and message. Recycle/remove shrines after they pass behind/ahead of the playable area and spawn new ones periodically, keeping at most a few active.

The goal is to survive and advance to 520 meters. Before the boss, the HUD wave number is 1 plus one for each 120 meters reached. At 520 meters, stop the ordinary chase escalation and start the boss encounter: Quar manifests ahead of Xander as a large hovering spirit. Quar is a dark translucent purple-black sphere/shell with a bright pink-magenta glowing core, a large rotating violet torus ring, six pale green crest spikes arranged around it, and four small pale green orbiting lights. It floats and sways from side to side above the trail and emits pink light. Clear the ordinary enemies when the boss starts, but periodically summon faster Quarbound minions near the lane edges. Quar has 60 HP. Xander and Miko’s shots target and damage its core; each hit awards 2 score. Quar fires homing/aimed pink glowing shard volleys at Xander about every 1.45 seconds, normally three projectiles spread in an arc, increasing to five and firing faster when below roughly 45% health. These damage Xander on contact. Summon one minion roughly every 4.8 seconds initially, increasing to two and about every 3.4 seconds below half health. Display a dedicated boss panel and gradient pink-purple health bar while the boss is active.

Victory occurs immediately when Quar’s core reaches zero: show a large glowing shatter burst, award 250 bonus score, set the result to “Quar broken,” and state that Xander and Miko shattered Quar at the reached distance. Defeat occurs when Xander’s health reaches zero, with an appropriate result such as “The Quarbound caught up” during the chase or “Quar consumed the trail” during the boss fight. Health starts at 100 and contact/projectile damage reduces it; show a red-to-yellow horizontal health bar.

Build a polished dark translucent HUD over the game. At top left, show a rounded mission panel with “Xander + Miko” and the current objective. At top right show Wave, Score, Distance in meters, and Health with the horizontal health bar. Show temporary centered pill-shaped messages such as “Run for the lantern gate. Quar is waiting,” “Purity shrine — health restored,” “Spirit shards incoming!” and “Quar shattered!” During the boss, show a centered rounded panel labeled “QUAR MANIFESTATION” with the percentage health. Before play, show a full-screen dark overlay card titled “Quar Escape,” with the story text explaining that Xander and Miko are escaping the Quarbound mob, control instructions (WASD/Space/Shift and mobile joystick/FIRE/DASH), and a gold “Start the escape” button. After win or loss, replace it with the result text and a “Run again” button. Use rounded panels, thin translucent borders, blur, clean sans-serif typography, gold accents, cyan projectiles, red danger accents, and subtle atmospheric glow. Ensure both desktop keyboard/mouse play and touch controls work, and keep the visual style low-poly, moody, readable, and arcade-like rather than realistic.

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