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Rainbow Friends

  • 3d
  • top-down
  • arcade
  • collectathon
  • escape
  • maze
  • neon
  • survival
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. Evan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Rainbow Friends yet. Play it, then tell Evan what you would add next.

Make your own game

Rainbow Friends was built by Evan 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 Rainbow Friends 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 Rainbow Friends

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 top-down collect-and-escape game titled “Rainbow Friends Run” (the visible game title/theme is Rainbow Friends). Use Three.js-style simple geometric meshes and a fixed follow camera: a perspective camera sits high above and somewhat behind the player (about 26 units up and 20 units toward the lower side of the arena), tilts down to the player, and smoothly follows as the player moves. The playfield is a roughly 60 by 60 square dark-neon arena with a nearly black navy floor, subtle glowing blue grid lines, fog fading into a very dark blue background, soft shadows, and dark indigo raised box walls. Put solid border walls around the arena and several simple interior maze-like rectangular walls: a horizontal wall on the left around x=-18,z=-10; a vertical wall around x=-8,z=10; a vertical wall around x=12,z=-6; a horizontal wall around x=18,z=14; a horizontal wall around x=4,z=22; a vertical wall around x=-22,z=18; a horizontal central wall around x=0,z=0; a vertical wall around x=-10,z=-22; and a horizontal wall around x=24,z=-20. The player must collide with walls and remain inside the border.

The player is a small glossy white capsule with a faint blue glow/light, located initially near the lower-left corner of the arena (approximately x=-24,z=24). Move it with WASD or the arrow keys. Implement acceleration, friction, a normal maximum speed of about 8.2, and a sprint maximum speed of about 12.2 while either Shift key is held and the player is moving. Sprint drains a visible stamina resource from 100% at about 0.5 per second; stamina regenerates at about 0.35 per second when not sprinting, capped at 100%. The capsule faces its movement direction.

Scatter 10 bright yellow/gold glowing octahedron star collectibles around the arena, hovering slightly above the floor. Generate positions in open spaces, not inside walls, keep them spaced apart, away from the starting player, and away from the exit. Stars bob vertically and rotate. When the player comes within collection range, remove the star, increment the counter, and play a short high-pitched synth beep. The goal is to collect all 10 stars.

Add four chasing “Rainbow Friends” enemies. Each is a glowing colored sphere/blob about the size of the player, with a pair of small white and dark pupils/eyes on its front and a colored point light. Use four distinct colors from this set: pink/red, orange, cyan, and light green (additional available palette colors may be purple or magenta, but only four enemies should spawn). Start them at separated positions around the maze. They steer toward the player using acceleration and have simple wall avoidance, slight sinusoidal wandering, friction, and a maximum speed around 7.6, so they feel like colorful blobs pursuing the capsule while navigating around the rectangular walls. If an enemy touches the player, immediately enter the lose state; the player has one hit point and cannot survive a tag.

Place the exit at the opposite side from the start, near the upper-right corner (approximately x=24,z=-24). It is a glowing turquoise/green circular cylinder pad with a bright white-green torus ring hovering just above it. Animate the ring rotating and gently bobbing. The exit does nothing until all 10 stars are collected; after the collection goal is complete, touching the exit pad wins the game.

Show a compact translucent dark HUD in the upper-left with rounded boxes reading “Stars 0/10”, “Stamina 100%”, and “Best —” initially. Update the star count and stamina percentage continuously. Store the fastest completed run time locally and display the formatted best time on later runs. Also show a wide instruction strip near the upper-left/top reading “WASD/Arrows - move • Shift = sprint • R = restart • Click/Key once to enable audio”. Press R at any time to restart the run, reset the player, stamina, collectibles, enemies, timer, and state.

Track elapsed time from the beginning of each run. On winning, stop gameplay and show an overlay message like “You escaped. Time: [formatted time]” followed by “Press R to run again.” Update the stored best time if this run is faster. On losing, stop gameplay and show “Tag! You got caught.” followed by “Press R to restart.” Use Tone.js or an equivalent browser synth: a short beep when collecting a star, a descending low beep plus hiss/noise on being caught, and a three-note ascending C5/E5/G5 victory jingle. Require the first click or key press to initialize audio. Keep the visual style clean, minimal, colorful, geometric, and neon against the dark maze arena; do not add weapons, combat, extra lives, platforms, or features beyond collecting, sprinting, being chased, and escaping.

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