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Rift Runner

  • 3d
  • endless-runner
  • sci-fi
  • arcade
  • third-person
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. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Rift Runner yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Rift Runner was built by Oleg Sidorkin 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 Rift Runner 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 Rift Runner

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 third-person 3D endless runner called “Rift Runner.” The camera follows behind and slightly above a blocky rider standing on a glowing cyan hoverboard, looking down a long three-lane futuristic road that recedes toward the horizon. The road is a dark navy/black rectangular track with two pairs of bright cyan-white dashed lane dividers, surrounded by a wide violet alien canyon floor under a nearly black deep-blue sky with heavy atmospheric fog. Scatter low-poly canyon scenery along both sides: dark cone-like trees, angular cliffs/rocks, and occasional glowing crystal-rock formations. Use a low-poly sci-fi style with strong cyan, violet, pink, and dark navy colors, emissive glow, soft shadows, and subtle hoverboard/player illumination. The rider is a small blocky character model centered near the bottom of the view; if imported assets are unavailable, use a simple blocky/capsule humanoid over a cyan rectangular board with a pointed nose.

Gameplay is an endless forward runner. The player automatically travels forward; the world, dashed lane markers, obstacles, pickups, scenery, and boss objects move toward the camera while the player stays near the foreground. There are exactly three lanes at x positions approximately -3.2, 0, and 3.2. Press A/D or Left/Right arrows to shift the rider one lane at a time, smoothly interpolating to the target lane. Press W, Up, or Space to jump; jumping launches with vertical velocity about 10.8 and gravity about 25, allowing the player to clear low laser gates. Provide mobile UI buttons for left, right, and JUMP, plus horizontal/upward swipe controls. Enter or Space, the START RUN button, and the restart button begin or restart a run.

Spawn obstacle patterns ahead on the track at randomized intervals. Most obstacles are angular rocks, placed in a random lane; sometimes add a second obstacle in another lane farther ahead. About 25% of obstacles are low laser gates: two short posts with a horizontal glowing pink/red laser bar around y=.82, which must be jumped over when the player reaches them. Rocks cannot be jumped over as a general rule. Collision occurs when the object is close in z and the player is in its lane; a gate collision is ignored if the player’s vertical position is above roughly .95. On collision, subtract one shield, reset the crystal combo, briefly make the player invincible/blink, add a small camera shake, and show a short-lived toast such as “SHIELD HIT.” Start with 3 shield points; when shield reaches zero, stop the run and show a centered RUN OVER panel with the final score/crystal count and a RESTART button.

Spawn collectible rift crystals in lines of 3–6 within one random lane, spaced along the track. Each crystal is a bright cyan octahedron with a glowing torus ring and point light, spinning as it approaches. Collect crystals when close in z/x and not too high in a jump. Each pickup increments the crystal counter, increases a combo up to 12, grants a base score of 25 plus 4 times the new combo, and displays a brief pickup toast. Every eighth crystal restores one shield, up to a maximum of 5, except while an active boss is being fought. Score also rises continuously from forward distance and combo, while movement speed starts around 18 and gradually ramps toward a maximum around 39, making spawn timing increasingly challenging.

After the player has traveled about 520 distance units, spawn a boss drone ahead on the track. The drone is a dark violet flattened sci-fi sphere with broad side wings/rotors, a bright pink eye, and a pink point light, hovering high above the road around y=5.8. It gently oscillates vertically and horizontally across lanes. During the boss encounter, update the HUD to show “Drone HP N · Shield N.” The drone periodically fires bright pink plasma bolts down random lanes; each bolt is a glowing pink faceted orb with a torus ring and light, positioned in a lane and moving toward the player like an obstacle. The boss starts with 10 HP, increasing by 3 for each prior boss defeat. While a boss is active, collecting a crystal damages it by 1 HP and shows its remaining HP. When HP reaches zero, make the drone spin and fall away, award 650 score, increment the boss defeat count, and schedule the next boss roughly 820 distance units later; show “DRONE DOWN +650.” If an undefeated boss passes the player, remove it and schedule another roughly 520 distance units later, showing “DRONE ESCAPED.”

Add a fixed glassy HUD overlay. In the upper left, show a translucent dark blue/violet rounded panel with a large Orbitron-style score padded to five digits and a cyan uppercase subline reading “Crystals N · Shield N,” or during a boss fight “Drone HP N · Shield N.” In the upper right on desktop, show a matching mission panel: “Move lanes with A/D or arrows. Jump with Space. Boss drones appear mid-run — collect crystals during the fight to damage them.” On smaller/touch screens hide that mission panel and show translucent circular left/right controls at the bottom corners and a larger circular JUMP button at bottom center/right. Display centered start text: large “RIFT RUNNER,” a short description about racing a hoverboard through a glowing alien canyon and collecting crystals/defeating boss drones, and a pill-shaped gradient START RUN button. Use Orbitron/Inter-like typography, cyan-violet-pink gradient buttons, subtle borders, backdrop blur, shadows, and brief centered toast messages for pickups, shield hits, boss firing, shield gains, and boss events. Include simple synth sound effects after first user interaction for collecting, jumping, and taking damage.

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