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Arcade › Relic Rush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. John Micheal built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Relic Rush yet. Play it, then tell John Micheal what you would add next.
Relic Rush was built by John Micheal 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 Rush 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 browser game titled “Relic Rush,” a top-down 3D collection-and-dodge arena game with a dark sci-fi presentation and mobile-friendly controls. Use an angled follow camera looking down at the player and center of the arena, with the camera smoothly following the player. The scene should have a deep navy background, atmospheric fog, sparse white star particles in the upper distance, and a large circular dark-blue metallic arena floor with a glowing cyan torus ring around its outer edge. Light the scene with cool blue ambient/hemisphere lighting, a bright directional light, soft shadows, and a cyan spotlight aimed at the central relic. At the center, place a large raised circular pedestal that blocks the player from crossing through the middle. Its top should glow cyan. Put the imported asset from assets/493e1ea0_86ae_4e08_968f_0f0039.zip on the pedestal, if the runtime supports it; inspect the archive for a primary GLB, GLTF, FBX, or OBJ file, load associated resources, normalize the model to fit roughly a 4.8-unit maximum dimension, center it on the pedestal, and make it slowly rotate and gently bob. If loading fails, use a visible fallback relic: a mint/turquoise glowing octahedron floating above the pedestal, surrounded by a thin gold rotating torus. The asset/status text should explain whether the imported model loaded or a fallback relic is being used. The player is a small glowing gold/yellow sphere with a bright white inner core, a soft dark circular shadow below it, and a small warm point light. Start the player near the outer lower side of the arena, approximately at (0, 0.75, 10.5). The player can move freely on the flat arena but cannot leave the circular boundary and cannot enter the central pedestal’s blocked radius. Movement speed is about 8.5 units/second. Animate a subtle vertical bob and rotation while moving or idling. Place exactly 8 collectible shards around the arena in alternating rings: four at approximately radius 8.8 and four at radius 12.2, evenly distributed around the center with slight alternating angular offsets. Each shard is a floating mint-green/turquoise octahedral gem with a bright emissive material and a thin pale-cyan torus halo. Make shards bob vertically and rotate continuously. When the player comes within collection range, hide the shard, increment the shard count, and briefly pulse/brighten the arena ring. The goal is to collect all 8 shards. Add exactly 4 hostile sentry drones. They are red/pink glowing octahedral cores with two crossed metallic rectangular blades, hovering around the arena at roughly radius 11.5. Each drone should bob slightly, rotate its crossed blades, and pursue the player with a small tangential/orbiting steering component so they approach dynamically rather than moving in perfectly straight lines. Keep drones outside the central pedestal and inside the outer arena boundary. A drone collision within about 1.5 units removes 1 health, applies knockback, briefly makes the player invulnerable and enlarged/flashing, and has a short per-drone hit cooldown so one contact does not drain all health instantly. The run begins after a dark translucent centered start overlay is dismissed with a prominent mint gradient “Start Run” button. The initial game state is 3 health, 75 seconds, 0/8 shards, and a dash that is ready. The run ends in victory immediately after all 8 shards are collected, showing a “Vault Cleared” overlay with final time and shards secured plus a Restart button. It ends in defeat if health reaches 0 or the timer reaches 0, showing “Run Failed,” the number of shards secured, and a Restart button. Do not add weapons, shooting, inventory, extra levels, or other mechanics. Implement keyboard controls with WASD and arrow keys. Implement a large circular touch joystick in the bottom-left for mobile movement, and a large gold circular “Dash” button in the bottom-right. Press Space or the Dash button to dash in the current movement direction only if moving and the dash is ready. A dash lasts about 0.16 seconds at roughly 22 units/second, has a 2.8-second cooldown shown in the HUD, and is intended to break away from pursuing drones. Prevent page scrolling and ensure touch controls receive pointer events. Use a polished HUD over the 3D scene. At the top-left show a translucent dark rounded panel with the Relic Rush title, the instruction “Collect every shard before the arena timer expires. Your imported model becomes the relic at the heart of the map.”, and a status line for loading/ready/fallback asset state. At the top-right show a translucent stats panel with four values: “Shards 0 / 8,” “Health 3,” “Time 75,” and “Dash Ready” (or a seconds countdown). Use white text, muted blue-gray labels, mint as the primary accent, gold for dash/player accents, and red for danger. At the bottom, show the joystick, Dash button, and a concise control hint: movement uses WASD/arrows or the left thumbstick, dash uses Space or the gold button, and the objective is to avoid sentries and grab all 8 shards. Maintain the dark navy, glassmorphism-like panels with rounded corners, subtle borders, blur, and soft shadows visible in the supplied screenshot.