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Arcade › Red Ring Run

Red Ring Run

  • 3d
  • chase
  • platformer
  • endless-runner
  • survival
  • arcade
  • low-poly
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. Kee Lan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Red Ring Run yet. Play it, then tell Kee Lan what you would add next.

Make your own game

Red Ring Run was built by Kee Lan 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 Red Ring 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 Red Ring 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 3D third-person chase-survival platformer titled “Red Ring Run.” Use a dark eerie forest-and-ruins setting with a nearly black/purple sky, deep red fog, red atmospheric lighting, sparse floating red sparks, dead trees and blocky gray ruin columns on both sides of a narrow broken path. The camera follows behind and above the player, with a mouse/touch drag look control and a smooth orbiting camera; start with the route running away from the camera into the distance.

The player is an original blue speedster fox-like animal, viewed from behind, using an animated gallop/run and jump animation. A larger, very dark red/black fox-like doppelganger begins behind the player and relentlessly chases them, with a red aura/light. The player starts near the front of the route at z=18 and the pursuer starts behind at z=44. The pursuer begins moving after a short delay, follows the player, stays within the route bounds, and can glide over gaps so it does not stall. The player loses immediately if the pursuer gets close enough to touch them.

Build a linear route along the negative-Z direction, about 8 units wide, made from several separated dark rectangular path slabs. Include three actual gaps in the route around z=-38, -88, and -133, filled visually below with translucent red fog/mist; falling through a gap or off the sides causes a loss. Add five low rectangular barriers across portions of the path, alternating left/right/center, approximately at z=-18, -54, -74, -111, and -149. Barriers have dark red-brown materials and thin bright red glowing top edges. The player can jump over them; colliding with one pushes the player back/aside and subtracts 150 score once per barrier. Keep the player constrained to the path width during ordinary movement.

Place many floating gold collectible rings in rows along the route. Most rows have three rings, with larger five-ring rows around z=-28 and z=-102; arrange them in horizontal lines with slight height variation. Rings should glow gold/orange, rotate continuously, and disappear when collected. Each ring adds 1 to the ring count and 100 score, with a small collection sound. Every 8 collected rings activates a 5-second 1.5x movement-speed boost and a brief visual burst around the player. The player’s normal movement speed is fast, about 8.8 units/second, and movement is relative to the camera. Allow horizontal/forward/back movement using WASD or arrow keys; Space jumps with an upward impulse, gravity, and a grounded check. Also support a left virtual joystick and jump button on touch devices, plus gamepad left stick movement, right stick camera look, A/trigger jump, and Start/B-style restart behavior.

At the far end around z=-178, add a large vertical glowing gold/orange exit torus/ring, rotating and pulsing with a bright point light. The player wins upon reaching it, or wins by surviving the complete 75-second chase timer. The player loses by being touched by the pursuer or falling into the red fog. Stop gameplay when the run ends and show a restart option. Use chase music that starts on the first input and lowers in volume after a win or loss, plus jump and ring pickup sounds if audio is supported.

Implement a fixed HUD over the game. At the top, show rounded translucent dark pills with red borders for “Time 75.0” counting down to zero, “Rings 0 · Score 0,” and a status message such as “Run to the exit ring,” “Jump the gap,” “DANGER — pursuer close,” or “Speed boost.” Continuously award a small survival score over time. The initial centered modal should match the visual style: translucent near-black panel with a thin glowing red border and shadow, large uppercase red/pink “RED RING RUN” heading, explanatory text about avoiding the dark doppelganger, jumping gaps and barriers, collecting rings, reaching the glowing exit, and controls “WASD / arrows move · mouse drag steers camera · Space jumps,” followed by a prominent red rounded START RUN button. On game over, replace it with “You Escaped” or “Caught,” explain the reason, show rings and score, and provide a “RUN AGAIN” button. Use responsive layout and show translucent circular touch controls at the bottom corners on coarse-pointer/mobile screens: a left joystick and a red JUMP button.

Art direction: stylized low-poly/asset-based 3D, ominous red-and-black palette, cold dark ambient fill with a strong red key light, volumetric-looking fog, glowing red hazard accents, gold collectibles and exit ring. Use soft shadows, bloom-like emissive materials, and a slightly cinematic chase camera, while keeping the game readable and responsive. Do not add weapons, combat, enemies other than the single pursuing doppelganger, lives, or unrelated levels.

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