Arcade › Ruby Temple Escape
Click the game above and it runs right here in your browser. No download, no installer, no account needed. RITU Agrawal built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ruby Temple Escape yet. Play it, then tell RITU Agrawal what you would add next.
Ruby Temple Escape was built by RITU Agrawal 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 Ruby Temple Escape 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.
Create a mobile-friendly 3D endless runner titled "Ruby Temple Escape" using a dark cinematic jungle-temple aesthetic. Use a third-person perspective behind and slightly above the runner: a perspective camera follows an animated adventurer character centered on a three-lane path, with smooth horizontal camera/player movement and a slight camera height response when jumping. The player runs forward automatically down an endless sequence of green jungle-path segments, while scenery and hazards move toward the camera to create forward motion. The path is approximately three lanes wide, with lane centers at left, center, and right; the player smoothly shifts between lanes rather than teleporting. Gameplay starts on a full-screen dark overlay menu. Show a rounded dark translucent card with a thin light border, the teal eyebrow "AN ORIGINAL MOBILE ADVENTURE", a large two-line title "RUBY" and pink/red "TEMPLE ESCAPE", descriptive text about running through a living jungle ruin and chasing the ruby core, and a prominent pink-to-gold gradient button labeled "START EXPEDITION". Include the small subtitle "JUNGLE RUN // SECTOR 01" and footer text "JUNGLE MAP · DAY/NIGHT WEATHER · 60 FPS MOBILE READY". After starting, hide the menu and show the game HUD: top-left gold brand text "RUBY TEMPLE ESCAPE" with the sector subtitle, and top-right pill-shaped counters for SCORE, coins (◈), and gems (◆), all initially zero. At the bottom-left provide four dark rounded ability buttons labeled with icons for magnet (◉), shield (⬡), speed boost (⚡), and pause (Ⅱ). On desktop also display the lower-right hint "SWIPE / ARROWS TO DODGE / UP TO JUMP · DOWN TO SLIDE"; hide this hint on narrow mobile layouts. The runner automatically advances at normal speed, with score increasing from distance. Support keyboard controls: left/right arrows or A/D change lanes, Up/W/Space jumps, Down/S slides, number keys 1/2/3 activate magnet/shield/boost. On touch, horizontal swipes change lanes and vertical swipes jump or slide. The player can jump with vertical velocity and gravity, and can temporarily crouch/scale shorter while sliding. The magnet, shield, and boost buttons activate timed effects: magnet lasts 7 seconds and attracts nearby pickups from a wider range, shield lasts 7 seconds and consumes itself to prevent one collision, and boost lasts 5 seconds and increases running speed. Show short centered toast messages such as "RUN!", "JUMP", "SLIDE", "MAGNET ONLINE", "SHIELD ONLINE", "SPEED BOOST", "+ COIN", "+ GEM", "SHIELD SAVED YOU", "PAUSED", and "RESUMED". Spawn a continuing randomized stream of objects ahead on lanes. Gold torus-shaped coins float above the path and add 15 score; red ruby octahedron gems float slightly higher and add 50 score. Collect them when passing in their lane, or within the larger radius while magnet is active. Spawn three kinds of obstacles: a glowing orange/red low lava boulder that can be cleared by jumping, a stone arch/block obstacle that can be avoided by sliding, and a tall gray stone pillar that occupies the lane and must be dodged by changing lanes. A collision ends the run unless the shield is active; shield protection is consumed and the run continues. On death, return to the menu with eyebrow "EXPEDITION COMPLETE", text reporting the reached distance/score and recovered coins, and a button labeled "RUN AGAIN". Build the environment from low-poly stylized geometry. The central path should be dark mossy green, with rough gray stone cliffs and temple ruins along both sides. Temple ruins consist of broad stone bases, paired columns, lintels, and floating/attached red ruby sigils. Add occasional cyan glowing crystal octahedra and narrow blue/cyan waterfalls at the edges. Use soft shadows, ambient hemisphere light, a warm directional sun, exponential fog, and ACES-like cinematic tone mapping. Add a field of fine blue rain particles extending through the scene. Animate a very slow day/night/weather lighting cycle: the fog shifts between deep blue-black and green, and the directional/hemisphere lighting intensity changes gradually, while the rain remains visible. Use emissive materials for the ruby, cyan crystals, orange lava, and gold pickups; keep the overall presentation dark with saturated pink, teal, gold, and cyan accents. Make the layout responsive and playable at mobile portrait sizes, with a polished glassy HUD and rounded menu card matching the shown visual style.