Arcade › Rubble Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. neel built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Rubble Run yet. Play it, then tell neel what you would add next.
Rubble Run was built by neel 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 Rubble 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.
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.
Recreate "Rubble Run" as a browser-playable top-down 3D tank arena game. Use an orthographic camera looking straight down at a square 24x24 arena, with the camera framing the whole playfield and allowing responsive resizing. The world should have a dark blue-black background/fog, a charcoal-gray square floor with a subtle square grid, soft shadows, warm directional lighting, cool fill lighting, and a slightly stylized low-poly appearance. Keep the HUD as HTML/CSS overlays over the canvas: a translucent rounded panel in the upper-left titled “Rubble Run” in uppercase yellow text with the subtitle “Upgrade. Survive. Break the boss.”; a translucent rounded stats panel in the upper-right showing Level, HP/current max HP, Score, and Enemies remaining, plus a highlighted BOSS health line when a boss exists; and a bottom hint reading “WASD / arrows move · mouse aims · click or Space fires”. On touch devices, show a four-button directional pad and a circular FIRE button. The player is a cyan/blue low-poly tank near the bottom-center of the arena. Construct tanks from simple primitives: a rectangular tracked body, two dark side tracks, a small circular turret, and a forward-facing dark rectangular barrel. Move the player with WASD or arrow keys, clamping it inside the arena and preventing movement through destructible blocks. Aim the turret toward the mouse pointer by raycasting the pointer onto the ground plane; clicking fires one shell, while holding Space or the touch FIRE button fires repeatedly. The player moves at about 5 units/second, starts with 100 HP, deals 30 damage per shell, and has a base firing interval around 0.35 seconds. Shells are small glowing colored spheres traveling in a straight line, with player shells yellow/gold and enemy shells red/pink. Player shots disappear on arena boundaries, after roughly 2.2 seconds, or on impact with a block or enemy. Populate each wave with brown destructible cuboid rubble blocks arranged in a grid-like obstacle course: positions approximately (-6,-5), (0,-5), (6,-5), (-6,0), (0,0), (6,0), (-6,5), (0,5), (6,5), (-3,-2), and (3,2), each about 1.5 by 1.5 units and 1.2 units tall. Blocks take multiple hits (2 plus the capped level contribution), emit orange debris particles when hit, disappear when destroyed, and award 15 points. Include construction-barrier props around the four arena corners if the asset is available, matching the visible light-colored industrial barriers. At the start and after each selected upgrade, spawn a wave and reset/rebuild the rubble. The first wave contains 3 gunner tanks; later waves contain up to 5 enemies, selected from these enemy types: scouts are orange, smaller and fast (45 HP, speed 3.2, 18 contact/projectile damage, 120 points); gunners are pink/red (70 HP, speed 1.9, 22 damage, 160 points); heavies are purple, larger and slow (140 HP, speed 1.15, 30 damage, 250 points); and every third level also adds a very large red boss (420 HP, speed 0.85, 40 damage, 1000 points). Enemy spawn points should be near arena edges such as (-8,-8), (8,-8), (0,-9), (-9,0), and (9,0). Enemies turn their tank/barrel toward the player, approach until roughly 4.8 units away while avoiding blocks, and fire automatically when the player is within 18 units. Use enemy-specific cooldowns (scout 1.5 seconds, gunner 0.85, heavy 1.7, boss 0.7, with slight random variation). Enemies also damage the player continuously on close contact. When a tank or block is hit, create a brief burst of small square debris particles with gravity and fading/scaling. Destroying an enemy adds its type-specific score; when all enemies are defeated, pause combat and show a centered overlay: “Level N clear”, “Choose one upgrade”, and three buttons: “Rapid Fire”, “Reinforced Armor”, and “Heavy Shells”. Rapid Fire reduces the firing interval by 0.08 seconds, down to 0.16; Reinforced Armor increases maximum HP by 35 and fully restores HP; Heavy Shells increases player damage by 15. After choosing, advance the level and spawn the next wave. Track persistent score, level, and upgrades during the run. If player HP reaches zero from enemy shells or contact, stop gameplay and show a centered game-over overlay saying “Tank destroyed” with “Tap to restart”; clicking/tapping or pressing Enter reloads/restarts the game. Match the clean dark industrial presentation, translucent rounded HUD cards, yellow accent title, cyan player tank, colorful enemy tanks, brown cover blocks, orthographic framing, and visible grid/shadows shown in the reference.