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Monster Chase

  • 3d
  • arcade
  • movement
  • minimal
  • demo
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. Jacob Yakemovicz STUDENT built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Monster Chase yet. Play it, then tell Jacob Yakemovicz STUDENT what you would add next.

Make your own game

Monster Chase was built by Jacob Yakemovicz STUDENT 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 Monster Chase 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 Monster Chase

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 simple playable Three.js-style 3D movement demo titled “Restart Demo.” Show a dark navy/blue 3D scene with a large square ground platform: an 18 x 0.4 x 18 box centered at the origin, with its top at ground level and a matte dark slate-blue material. Use a dark navy background and matching distance fog so the platform fades toward the edges. Light the scene with bright cool hemisphere lighting plus a strong white directional light, producing a clean minimal arcade-demo appearance.

Place the player at the center of the platform, represented by a solid 1 x 1 x 1 mint-green cube whose bottom rests on the ground. The cube should have a slightly rough material and visibly rotate to face its movement direction. Place a golden-yellow torus/ring marker at world position (3, 0.12, -3), lying flat just above the ground. Give it a glowing/emissive gold material. Continuously rotate the ring around its vertical/world axis so it appears animated. The ring is only a visual landmark: there is no collision, collection, win state, or interaction with it.

Use a third-person elevated perspective camera with a roughly 55-degree perspective field of view. Initially position it above and behind the player, around (0, 8, 10), looking toward the origin. Smoothly follow the player while preserving the same elevated offset: camera target position should track the player’s x and z, with camera near (player.x, 8, player.z + 10), interpolating smoothly rather than snapping. Keep the player constrained to the square platform, clamping x and z between -8 and 8.

Controls are keyboard-only: WASD and the arrow keys move the cube (W/up decreases z, S/down increases z, A/left decreases x, D/right increases x). When one or more movement keys are held, normalize the direction so diagonal movement is not faster, and move at 4 world units per second. Rotate the cube around its y axis to face the current direction. Track a “Steps” counter that increases continuously while moving at 10 counter units per second, and display its floored integer value; it does not increase while stationary.

Overlay a fixed HUD on top of the canvas. In the upper-left, show a dark translucent rounded rectangular panel with a subtle light border, containing the bold white heading “Restart Demo,” the smaller muted text “Move with WASD or arrow keys,” and a counter reading “Steps: 0” initially. In the upper-right, show a mint-green rounded rectangular button labeled “Restart” in dark bold text. The HUD should remain fixed while the camera moves, and the button must be clickable/tappable. Activating Restart resets the cube position to the center (0, 0.5, 0), resets its rotation to zero, resets the counter to 0, and updates the HUD to “Steps: 0”; it does not need to reset the animated marker. Make the button slightly depress on activation. Render responsively to the viewport and preserve the dark full-screen presentation with no scrolling.

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