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Relic Run

  • 3d
  • third-person
  • collection
  • arcade
  • sci-fi
  • timed
  • neon
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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. JOSUE ARAVENA HERMOSILLA 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 JOSUE ARAVENA HERMOSILLA what you would add next.

Make your own game

Relic Run was built by JOSUE ARAVENA HERMOSILLA 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 playable third-person 3D collection game titled “Relic Run.” The player controls a glowing cyan relic runner in a dark futuristic circular arena. Use a perspective camera following behind and slightly above the player, with drag-to-look camera control. The arena is a large flat dark navy-blue cylinder/disc with subtle concentric cyan-blue ring markings, dark atmospheric background, fog, soft blue ambient light, and strong directional lighting/shadows. Keep the visual style clean, minimal, neon sci-fi: cyan energy objects and player against deep blue, with hot-pink hazards and orange drones.

The goal is to collect all 8 floating energy cores before the countdown expires. Place exactly eight bright pale-cyan, emissive faceted octahedral cores around the arena at these world positions (x,z): (-9,-10), (0,-13), (10,-8), (-13,0), (12,2), (-8,8), (3,12), and (14,13). They hover around y=1.1 and bob gently up and down, while slowly rotating. When the player comes within approximately 1.35 world units, collect the core, hide it, and increment the score. The run starts with Core 0/8 and Time 45, and ends immediately in success when all 8 are collected.

The player starts at (0,0.05,10). Represent the player as a tall rounded capsule/relic approximately 2.2 units high, colored bright cyan with an emissive teal glow and shadows. If an uploaded asset bundle contains a compatible GLB/GLTF/FBX/OBJ character model, load it from the asset archive and scale it to about 2.2 units tall, replacing the fallback capsule; otherwise use the cyan capsule. If the archive contains audio, optionally play it looping quietly after the first pointer interaction. Do not require the asset for the game to work.

Add two types of hazards. First, create 9 hot-pink glowing pulse rings lying flat on the arena floor, each a torus with about 1.35-unit radius and thin tube, positioned around the center in alternating radial bands of radius 8 and 12, with angular placement angle = i * 2π/9 + 0.35. They pulse by scaling between roughly 0.84 and 1.16 and rotate visually. Second, create 6 orange emissive faceted orbit drones around a radius of 15.5, initially evenly spaced around the center. The drones bob vertically around y=.75 and orbit continuously; alternate their orbit direction/speed (approximately +0.55 and -0.7 radians/sec). Both hazards damage the timer rather than health: if the player is on the ground/low (player y < 1.5) and within roughly 1.3 units of a pink ring or 1.45 units of an orbit drone, drain extra time continuously. Pink-ring contact drains about 2.2 seconds per real second; drone contact drains about 3.2 seconds per real second. Jumping can let the player avoid low hazard contact.

Use movement controls: WASD or arrow keys to move, Shift to sprint, Space to jump, and drag to look. Use third-person controls with normal gravity around -22, jump speed around 8, and base movement speed around 5.6. The arena should constrain or naturally contain the player on the circular floor; there are no weapons or attacks. The game is about navigation, timing, jumping, and collecting.

Build an unobtrusive fixed HUD over the 3D view. At the upper left, show a rounded translucent dark panel with cyan uppercase title “RELIC RUN” and the instruction “Collect the cores. Stay out of the pulse rings.” At the upper right, show a matching rounded panel with “Core 0/8” and “Time 45”; update the core count and display the remaining time rounded up, never below zero. On desktop, show a small bottom-center pill reading “WASD / arrows to move · Shift to sprint · Space to jump · drag to look”; hide this hint on coarse/touch pointers. Use responsive sizing and a dark #07111f page background.

When time reaches zero, stop gameplay and show a centered translucent rounded end panel with the heading “Time expired,” body text “You recovered X of 8 energy cores.” and a cyan pill button labeled “Run it again.” When all eight cores are collected, stop gameplay and show the same type of panel with heading “Run complete” and body “All energy cores recovered.” The restart button reloads/resets the game to a fresh 45-second run. Use smooth lighting, shadows, emissive materials, fog, and subtle pulsing/rotation animations, but do not add extra enemies, weapons, lives, powerups, levels, or mechanics not described here.

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