Appearance
Arcade › Reef Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jeet. Korea built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Reef Run yet. Play it, then tell Jeet. Korea what you would add next.
Reef Run was built by Jeet. Korea 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 Reef 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.
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/near-overhead underwater exploration game titled “Reef Run.” Use an orthographic camera looking down over a flat circular reef-floor play area, with a dark blue ocean background and exponential underwater fog. Keep the camera centered on the diver as they move, with a clean arcade presentation and no visible hard-edged world boundary in the main play area. The player is a small stylized diver represented by a pale cyan/white capsule-like horizontal body, a small orange air tank attached behind it, and a glowing cyan mask/face at the front. Place the diver initially near the bottom/south side of the reef at world position approximately (0, 0.1, 8), and mark that location as the surface/return marker even if the marker itself is only implied by the starting point. Use WASD or arrow keys for movement and provide an on-screen joystick for touch devices. Movement should be continuous, top-down, and responsive; movement speed is about 5.2 units per second. The player should not jump or use combat. The core objective is to collect exactly three glowing pearls, then return to the starting surface marker while still having oxygen. Put the pearls at separated reef positions approximately (-6, 3), (3, -5), and (7, -1). Each pearl is a small bright white/cyan glowing sphere. A pearl disappears when the diver comes within roughly 0.75 world units, and the collected count increases. Initially display the centered instruction “Collect 3 pearls while your air lasts.” Once all pearls are collected, change it to “All pearls found! Return to the surface marker.” If all three have been collected and the player comes within about 1.4 units of the starting point, show a win overlay titled “Reef cleared!” with text explaining that the reef was mapped and the diver made it back with time to spare. Add an oxygen timer/resource that begins at 100%. Drain oxygen continuously while playing: about 1.05 percentage points per second when stationary and 2.4 per second while moving. Display oxygen in a top-right HUD panel as a percentage and a rounded horizontal bar with a warm-to-cyan gradient (orange/red at low values, yellow in the middle, cyan at high values). Clamp it between 0 and 100. If it reaches zero before the win condition, end the game with a dark translucent full-screen overlay titled “Out of air,” explanatory text “The reef is still out there. Try a safer route.” and a “Dive again” button that reloads/restarts the game. Scatter four translucent glowing cyan oxygen bubbles around the reef at approximately (-2, 4), (5, 4), (-6, -2), and (1, 3). Make them hover/bob slightly and rotate. When the diver comes within about 0.8 units, hide the bubble and refill oxygen by 28 percentage points, capped at 100. The HUD help text should state: “WASD / arrows or the on-screen joystick · cyan bubbles refill oxygen”. Build the environment from simple low-poly stylized geometry. Use a large flat circular floor colored deep teal-blue. Add colorful abstract coral clusters made from several short tapered cylinders in pink, orange, purple, and mint/cyan, with clusters at approximately (-7,-5), (-4,-1), (5,-3), (7,3), (-5,5), (2,6), (8,-7), and (-9,2), using varied scales. Add dark blue-gray low-poly faceted rocks at approximately (-2,-5), (4,1), (-7,7), (6,7), and (0,-1). These are visual reef props and do not need collision behavior. Include a few low-poly fish models or simple fish-like forms in the background at approximately (-3,-3), (4,5), and (-8,-5), with subtle vertical bobbing and slow horizontal drifting; they are scenery, not enemies. Use soft underwater lighting: a bright pale-cyan hemisphere light, a cyan directional light, and a small cyan point light near the center. Give the diver, pearls, and oxygen bubbles emissive/glowing materials. Enable shadows where appropriate, though preserve the simple low-poly look. The overall palette should be dark ocean blue and teal with bright cyan collectibles and oxygen effects, plus saturated coral colors. Overlay HUD requirements: top-left rounded translucent dark-blue panel with the title “REEF RUN” in spaced bold uppercase lettering and subtitle “Explore the reef. Find the pearl. Return alive.”; top-right rounded translucent panel labeled “OXYGEN” with the percentage and bar; centered upper message for the current objective; a small pale cyan crosshair at the exact screen center; and bottom-center small help text. Use white/cyan text, subtle shadowing, thin cyan-tinted borders, rounded corners, and a translucent dark overlay for the end card. Make the layout responsive to desktop and mobile aspect ratios.