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Rake Run

  • 3d
  • third-person
  • arena-shooter
  • action
  • low-poly
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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. Igor Ciesielski built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Rake Run yet. Play it, then tell Igor Ciesielski what you would add next.

Make your own game

Rake Run was built by Igor Ciesielski 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 Rake 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 Rake 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 playable browser game titled "Rake Run" as a dark, low-poly third-person arena shooter. Use a Three.js-style 3D scene with a fixed player-following third-person camera, mouse drag to look around, and a small crosshair centered on screen. The arena is a rectangular enclosed space approximately 34 by 24 units: a dark blue-gray floor, thin metal boundary walls on all four sides, soft shadows, blue atmospheric fog, and moody cool lighting. Add a strong blue light at the left side and a red light at the right side.

The player is an animated generic male soldier in third-person, starting around the left-center of the arena at (-6, 0, 0). Support WASD or arrow-key movement, Shift to run faster, and Space to jump. The player can move around the arena but should be constrained by the enclosing walls and solid cover. Place several small gray metal cover crates around the center lanes, including approximate positions near (-7,-2), (-6,2), (-2,-4), (2,4), (7,2), and (5,-3), with slightly varied rotations.

Divide the arena into two visually distinct sites. On the left, around x=-11, create a blue weapon site: an 8-by-9 blue glowing pad with blue rails along its front/back edges and a blue back wall, plus a raised blue sign. Put two glowing weapon pickups on this site, one near (-11,-2.2) named "Pulse Blaster" and one near (-10,1.9) named "Scatter Blaster". Each pickup should be a simple stylized blaster made from a light-colored rectangular barrel/body and a small gray grip, hovering above a glowing circular blue marker. The player automatically collects a weapon when within roughly 1.5 units; hide the pickup, set the current weapon name, and add 10 points. The player starts with health 100 and weapon "none" and cannot shoot before collecting one.

On the right, around x=11, create a matching red rake site: a red glowing 8-by-9 pad, red rails, red rear wall, red light, and raised sign. Spawn an animated soldier enemy called the rake guard around (8,0,0), facing into the arena, visibly holding a stylized yellow-handled metal rake. Model the rake with a long handle, a horizontal metal head, and six short tines. The rake guard idles until the player is within about 8 units and has a weapon; then it turns toward and pursues the player at about 1.4 units per second until within roughly 2.2 units, where it performs a punch/melee attack. Apply 8 damage every 0.8 seconds while attacking. Show a defeat animation when killed and stop gameplay on either victory or death.

Implement shooting by clicking. Fire no faster than once every 260 milliseconds. Create small bright cyan/blue glowing spherical projectiles traveling horizontally in the camera's forward direction at about 18 units per second, starting at the player's upper-body height. Projectiles expire after about 1.1 seconds. If a projectile comes within roughly 1.1 units of the rake guard, count a hit, add 25 points, display a hit message with the score, play the guard's defeat animation, and end the game with the arena cleared. There is no need for multiple enemy types or additional weapons beyond the two pickups.

Use an on-screen HUD over the 3D view: top-left uppercase title "RAKE RUN"; top-center rounded objective pill initially reading "Find a weapon at the blue site", then "Defeat the rake guard at the red site" after pickup, and after game over show either "Arena cleared" or "You were raked — try again"; top-right "Health: 100" and "Weapon: none" values that update; and a faint centered crosshair. Show temporary bottom-center messages such as "Move to the blue site and collect a weapon", "Weapon found: Pulse Blaster" or "Weapon found: Scatter Blaster", "Hit! [score] points", and "The rake guard got you".

Before play, show a full-screen dark translucent overlay with a centered rounded card titled "Rake Run", descriptive text: "Third-person arena shooter. Search the blue weapon site, grab a weapon, then defeat the rake guard at the red site.", and the controls line "WASD / arrows move · mouse drag looks · Shift runs · Space jumps · click shoots". Include a bright cyan button labeled "Enter the arena". Clicking it hides the overlay, starts the game, and displays the initial movement message. Keep the visual style consistent: dark navy background and fog, cool cyan/blue UI highlights, red and blue illuminated sites, simple geometric arena props, animated soldier GLB-style characters, and soft shadows. Do not add unshown systems such as inventory menus, ammo, multiple rounds, or extra enemies.

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