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Reef Run

  • 3d
  • top-down
  • underwater
  • collection
  • arcade
  • casual
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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. MxRx Onestop built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Reef Run was built by MxRx Onestop 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.

Read the build brief for Reef 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 browser-based 3D underwater collection game titled “Reef Run.” Use Three.js with a top-down/overhead third-person camera that follows and targets a small diver, at a perspective distance of roughly 12 units. The scene should feel like a tranquil stylized ocean reef: a deep blue-teal background (#063b59) with exponential underwater fog, a large flat teal seafloor, bright soft underwater lighting, and scattered decorative reef clusters across an approximately 42–52 unit play area. Build about 30 colorful low-poly coral clusters from small branching cylinders in pink, orange, purple, and turquoise, with occasional green seaweed cones, plus scattered low-poly rocks. Add many small translucent bubbles that slowly rise and wrap back to the bottom when they reach the top. There are no enemies, attacks, weapons, health, or collision hazards; coral and rocks are environmental decoration.

The player is a simple low-poly diver represented by a compact horizontal capsule-like white body, a cyan glowing visor/head, and a blue oxygen tank and fin. Place the diver near the center of the reef. Allow movement in the horizontal ground plane using WASD and arrow keys, and provide an on-screen joystick on touch-capable devices. Movement should be smooth, top-down, and approximately 5.8 units per second. Keep the diver at a fixed underwater height above the seafloor; the camera follows the diver as it moves.

Place exactly five collectible pearls at fixed, widely separated positions around the reef: approximately (-10,-8), (8,-11), (14,4), (-13,8), and (2,13) in the ground-plane coordinates. Each pearl is a small cream/golden glowing sphere hovering slightly above the floor, with a faint golden torus/ring around it. Make the pearls bob gently and rotate, with their rings slowly rotating. When the diver comes within about 0.95 units of a pearl, collect it: hide both the pearl and its ring and increase the count. The objective is to collect all five pearls before oxygen reaches zero. Start oxygen at 100% and continuously drain it while playing at about 1.9 percentage points per second, increasing slightly (up to about 0.7 extra) when the diver is far from the origin. Display oxygen as a percentage and a horizontal bar; use a cyan/blue gradient normally and switch to a warm pink/orange gradient below 25%. Clamp the display at 0%.

Create a clean fixed HUD over the 3D view. At the top-left, show a translucent dark navy rounded panel with a thin cyan border, the uppercase spaced title “REEF RUN,” and the objective text “Collect 5 pearls before your oxygen runs out.” At the top-right, show a matching panel with “OXYGEN,” the current percentage, the oxygen bar, and “PEARLS” with a count formatted “0 / 5” through “5 / 5.” Along the bottom center, show a small translucent rounded hint panel reading “WASD / arrows or the on-screen joystick · collect glowing pearls.” Use a dark underwater palette, pale cyan text, rounded glass-like panels, subtle blur/shadow, and responsive spacing for smaller screens.

When all five pearls are collected, stop gameplay and show a centered translucent panel titled “Reef mapped” with the message “You found every pearl. The reef is safe for another dive.” When oxygen reaches zero first, stop gameplay and show the same centered style panel titled “Out of oxygen” with the message “The current pulled you too far from the surface. Try a faster route.” Include a rounded cyan “Dive again” button that resets oxygen to 100%, score to 0 / 5, returns the diver to the center, makes all five pearls and rings visible again, and resumes the game. Render responsively to the browser window with antialiasing and a polished low-poly, colorful underwater aesthetic.

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