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Remix of RUN RABBIT RUN!

  • 3d
  • endless-runner
  • arcade
  • halloween
  • graveyard
  • lane-dodging
  • mobile
0
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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. Ammar Dirk built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Remix of RUN RABBIT RUN! yet. Play it, then tell Ammar Dirk what you would add next.

Make your own game

Remix of RUN RABBIT RUN! was built by Ammar Dirk 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 Remix of RUN RABBIT 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 Remix of RUN RABBIT 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 3D endless three-lane runner called "RUN RABBIT RUN!". Use a third-person perspective from behind and slightly above the player, with a 62-degree perspective camera looking down a narrow graveyard path that recedes into the distance. The player is a stylized rabbit/bunny avatar flying or hovering just above the path; the visible screenshot shows a gray rabbit from behind, while the implementation should support the loaded bunny character and a simple fallback rabbit-like character if the model is unavailable. Keep the player near the camera at the front of the track, with smooth horizontal movement between exactly three lanes at x=-2, 0, and 2. The player continuously advances through the world while rows of objects move toward the camera, producing the endless-runner effect.

Core controls: A/D or Left/Right Arrow shift one lane left or right, clamped to the three lanes. W, Up Arrow, or Space makes the rabbit jump/vault. On touch devices show large translucent circular controls at the bottom: left arrow, right arrow, and a large JUMP button. Start/resume audio on the first keyboard or pointer interaction. The rabbit has gravity after jumping, jumps with an initial vertical velocity around 6.4 and gravity around 14.5, and can clear barriers only while sufficiently high (jump offset at least about 0.85). Smoothly lerp lane movement rather than teleporting, with a subtle hover/bobbing animation and lean while changing lanes.

Build the environment as a dark, stylized Halloween graveyard at night. The background is deep purple with purple fog, a star field, a pale moon high in the distance, low mist over the ground, and faint orange/purple glow. The path is a long stone rectangular strip about 5 units wide, bordered by raised stone edge strips, surrounded by dark soil and green-black grass. Repeat graveyard segments endlessly: fences on both sides, dead branched trees, burial mounds, crosses, gravestones, crypts, coffins, lanterns, pumpkins, and occasional skeleton decorations. Use soft shadows, fog, warm orange lantern/pumpkin glow, cool blue/white ghostly glow, and purple emissive accents. Decorative undead characters and cameos can appear off the playable path, including zombies, skeletons, ghosts, demons, goblins, a vampire, a wolf, and floating ghost wisps; they are scenery rather than lane obstacles. Some scenery characters bob or squash rhythmically, and floating wisps drift vertically and rotate. Add sparse glowing ember particles moving through the air. If available, include the distant purple UFO-like floating props and bats as background decoration, but do not make them gameplay-critical.

Populate the track with recycled rows at regular spacing (roughly 9 units apart), randomly choosing these actual patterns: three cheeseburgers across all lanes; one zombie barrier in a random lane with cheeseburgers in the other lanes; two barriers leaving one safe lane with a cheeseburger there; one barrier plus a cheeseburger in another lane; or one/two cheeseburgers in the center lane. Obstacles are animated zombie blockers, alternating between two zombie variants. A barrier in the player’s current lane causes an immediate game over if the rabbit is not jumping high enough; a successful jump clears it. Cheeseburgers are bright, oversized stylized double cheeseburgers made from orange buns, dark patties, yellow square cheese, green lettuce, and sesame seeds, with a warm glow. Collecting one hides it, increments the cheeseburger counter, adds 20 score, and briefly displays "+1 Cheeseburger". Collision checks are based on lane and proximity as each row reaches the player.

The run is endless through object recycling: maintain a pool of track rows and graveyard segments, move them toward the player, and respawn passed rows at the far end with newly randomized patterns and respawned scenery. The base speed is about 15.5 world units/second, gradually increasing with elapsed time and collected burgers, capped around 29; score also rises continuously at about 11 points/second. The game ends on an un-vaulted zombie barrier collision. On game over tilt the player into a fallen/crashed pose, preserve the final score, update a persistent local best score, and allow restart with Enter, Space, or the on-screen restart button. Restart resets score, cheeseburgers, speed, player lane/jump state, rows, and tunnel positions.

HUD: place a large translucent dark rounded panel across the upper portion of the screen with a warm gold outline. On the upper left show the red glowing title "RUN RABBIT RUN!" and stacked labels/values for Score, Cheeseburgers, Speed, and Best. Display score as an integer, cheeseburgers as a count, speed as a multiplier such as 1.0x (based on the 15.5 starting speed), and the saved best score. On the upper right show instructional text: "Dodge skeleton traps, grab cheeseburgers. Keyboard: A/D or ←/→ to strafe, W/↑/Space to vault. On phone, use the buttons below." Include a subtle game-over overlay with a restart affordance and short transient messages such as "The graveyard is awake.", "Back over the graves.", and "Villain blasted" if those optional background interactions are implemented.

Preserve the visual feel shown: dark near-black purple framing, neon red title, pale cream HUD type, warm orange burger highlights, dim purple stone path, and a moody Halloween graveyard fading into fog. Use Three.js-style physically based meshes, ambient hemisphere light, directional moonlight with soft shadows, one near warm fill light, and a fixed small pool of nearby glow lights for performance. Add looping graveyard music and a short jump sound, but make the game fully playable if audio fails. Do not add lives, health, ammo, a finish line, or a level-selection system; the actual rules are continuous score accumulation, burger collection, lane dodging, jumping, increasing speed, and game over on an obstacle collision.

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