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Relic Run

  • 3d
  • third-person
  • collection
  • arcade
  • time-trial
  • sci-fi
0
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2 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Conta built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Relic Run yet. Play it, then tell Conta what you would add next.

Make your own game

Relic Run was built by Conta 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 Relic 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 Relic 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 third-person collection game titled “Relic Run.” Use Three.js or an equivalent real-time 3D engine. The scene is a compact square arena viewed from a trailing third-person camera about 6.5 units behind the player, with a perspective field of view around 55 degrees. Use a dark sci-fi/nighttime visual style: deep blue-black background and fog, cool cyan lighting, soft shadows, and a muted blue-green ground. Build a 36-by-36 square ground slab with low solid boundary walls on all four sides and a thin glowing cyan torus/ring marking the arena perimeter. Light the arena with a bright directional light, cool hemisphere fill, and a cyan point/rim light near the center.

The player starts near the center of the south side at approximately (0, 0, 8). Display the supplied/imported 3D asset as the player when available; fit and scale it to roughly 2.2 world units in its largest dimension, place it on the ground, and enable cast/receive shadows. If the asset cannot load, use a simple upright glowing cyan capsule character as a fallback. The player moves over the ground using WASD or arrow keys, with third-person camera-relative movement. Support jumping with Space, gravity, and collision against the ground and arena walls. Include the existing movement behavior where Shift provides sprinting through the movement controller.

Place exactly eight collectible cyan crystals around the arena at these approximate coordinates: (-8,-7), (-2,-10), (7,-8), (10,0), (7,8), (-2,10), (-10,5), and (-10,-2). Each crystal is a small bright cyan emissive octahedron, slightly metallic, floating around y=0.9, rotating continuously and bobbing gently. When the player comes within about 1.35 units, remove that crystal and increment the collection count. The win condition is collecting all 8 crystals before the timer expires.

Place exactly three moving hazards, visually represented as red/pink glowing faceted drone-like objects: an emissive red icosahedral core with a thin pale-red torus orbiting it. Start them around (-4,-2), (4,2), and (0,-5), at about y=0.65. Rotate them and make them drift slowly with sinusoidal motion. If the player comes within about 1.35 units of a hazard, teleport the player back to (0, 0.15, 8) and deduct 4 seconds from the timer; do not remove the hazard or otherwise end the game immediately.

Start a 60-second countdown. Place a fixed HUD panel in the upper-left with translucent dark background, subtle cyan border, uppercase cyan title “RELIC RUN,” the text “Crystals: 0 / 8” updated as items are collected, “Time: 60s” counting down, and the instruction text “WASD / arrows to move · Shift to sprint · E or DASH to burst forward · Space to jump.” Make the HUD responsive and dark-themed. On desktop and mobile, show a “DASH” button in the lower-right. Pressing E or tapping the button performs a forward burst in the current movement direction (or camera-forward if no movement direction is held): move at roughly 18 units/second for 0.18 seconds, clamp the player inside roughly ±16.2 arena bounds, and enforce a 1.1-second cooldown. During cooldown, dim the button and show the remaining cooldown to one decimal place instead of “DASH.”

When all eight crystals are collected, stop gameplay and show a centered dark translucent result card with a cyan border, heading “Run complete,” message “You recovered every crystal before the arena sealed.” and a “Run again” button that reloads/restarts the run. If the timer reaches zero before all crystals are collected, stop gameplay and show the same centered card with heading “Run over” and message “You found X of 8 crystals.” Include the restart button. Keep the scene clean and minimal: no weapons, enemies beyond the three described hazards, score beyond the crystal count, or extra gameplay systems. Include an initial full-screen dark loading state reading “Loading your asset…” while the player model loads, then remove it when the game begins.

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