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Rooftop Runner

  • 3d
  • endless-runner
  • arcade
  • mobile
  • neon
  • night-city
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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. Louis built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Rooftop Runner was built by Louis 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 Rooftop 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 Rooftop 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 playable 3D endless runner titled “Rooftop Runner,” viewed from a third-person perspective behind and slightly above the player. The player runs forward automatically down a dark elevated rooftop runway in a stylized nighttime city. Use a three-lane track with lane centers at left, center, and right; the track is a long dark blue/purple rectangular roof with low raised edge strips and short pale lane-marker dashes. The camera should follow the runner smoothly, looking down the road into the distance, with mild fog and perspective scaling that makes the city recede dramatically.

The runner is a small humanoid 3D character in dark clothing, centered near the bottom of the view, with a visible running animation, cast shadow, and a warm subtle moonlight highlight. The player automatically advances; do not add manual forward/back controls. Let the player switch lanes discretely with left/right arrow keys or A/D, and with on-screen left and right buttons on mobile. The player can jump using Space, Up Arrow, an on-screen up button, or a short upward touch gesture. Lane changes should smoothly interpolate toward the selected lane. Jump physics should include an upward impulse, gravity, and landing back on the track; the player can avoid low obstacles while airborne.

Spawn an endless sequence of patterns ahead of the player and move them toward the camera as the runner progresses. Include bright red/pink rectangular rooftop obstacles, roughly one lane wide and about 1.4–2.2 units tall, placed in lanes and capable of ending the run on collision when the player is on the ground. Include collectible glowing golden-yellow torus/ring coins hovering above the track in lanes, rotating as they approach; collecting one increments the coin counter and adds 25 score. Spawn coins in lanes beside or after blocked lanes. Occasionally spawn animated ghost enemies in the distance, moving toward the player, and include a large animated demon-like pursuer behind the runner that follows the player’s lane and can end the run if it catches/collides with the player. The run ends on obstacle or enemy collision, freezes normal play, and shows a game-over overlay with final score and coin count plus a restart button; restarting resets the run.

Gradually increase forward speed during play, capped around 18 units per second. Continuously increase score based on running time/speed (approximately speed multiplied by 2 per second), and display the score as an integer. Start with a title/instruction state and a prominent START RUN button; pressing Enter or clicking it begins the run. The instruction panel should explain lane switching and jumping (the existing game uses German labels such as “Spur wechseln,” “A/D oder Wischen,” and “Springen mit Space,” and game-over text such as “RUN ENDE” and “NOCHMAL”). Keep the HUD visible during play: “ROOFTOP RUNNER” at the upper left and COINS plus SCORE at the upper right. Add large translucent rounded mobile controls along the bottom: left and right arrow buttons grouped on the lower left and an up-arrow jump button on the lower right. Make the controls work with pointer/touch input and prevent accidental scrolling.

Build the environment as a moody low-poly neon city at night. Use a deep navy background and atmospheric fog, a dark blue-purple sky dome, a warm pale moon high in the distance, scattered small stars, and cool violet/cyan city glow. Line both sides of the runway with tall blocky dark skyscrapers in purple-blue tones, with repeated small glowing violet and cyan windows facing the road. Add some distant hero skyscraper silhouettes if available, but preserve the block-built city look. Use soft shadows, warm directional moonlight, blue ambient fill, and a violet point light. Materials should be mostly matte and dark, contrasted by emissive/neon window lights, yellow coin rings, and saturated pink obstacles. The overall style should be atmospheric, arcade-like, clean geometric 3D with a strong night-time neon palette. Keep the playfield and HUD unobstructed and responsive to different screen sizes.

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