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RUN DRAGON BALL!

  • 3d
  • endless-runner
  • arcade
  • mobile
  • sci-fi
  • fantasy
  • portrait
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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. Tobey Maguire Spiderman built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about RUN DRAGON BALL! yet. Play it, then tell Tobey Maguire Spiderman what you would add next.

Make your own game

RUN DRAGON BALL! was built by Tobey Maguire Spiderman 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 RUN DRAGON BALL! 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 RUN DRAGON BALL!

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-first 3D endless runner titled “RUN DRAGON BALL!”. Use a portrait/full-screen presentation with a Three.js-style perspective camera following a third-person humanoid runner on a three-lane road. The player character is an animated generic humanoid loaded from an animated character model, centered ahead of the camera, running automatically; do not require constant forward input. The road is a dark blue ground plane with two rows of small yellow lane-divider stripes, surrounded by stylized low-poly cone-like mountain/forest decorations. Use a bright atmospheric sky with fog that gradually changes from pale blue at the start to teal and then dark purple as distance increases; during special chase events make the fog purple. Camera sits behind and above the runner, looking down the road, with a subtle camera bob and slight horizontal tracking.

Core gameplay: the runner advances continuously, with three horizontal lanes at x positions approximately -2.4, 0, and 2.4. Swipe left/right (or Arrow/A and Arrow/D) to shift one lane; swipe up (or Arrow Up/Space) to jump; swipe down (or Arrow Down/S) to slide/roll. Smoothly interpolate lane movement. Jump has upward velocity and gravity, and sliding temporarily lowers the character. The game ends when the runner collides with an obstacle without protection. Obstacles move toward the player as the world scrolls: red low rectangular barriers that can be jumped or slid around, taller red block barriers that require jumping or changing lane, and glowing purple octahedral energy hazards. Spawn randomized patterns that leave a safe lane and place collectible coins along safe routes. Increase forward speed from roughly 12 km/h to a cap around 29 km/h, and shorten spawn timing modestly as distance increases.

Collectibles and power-ups: display gold ring-like Dragon Coins along the road. Collecting them increases run coins, score, and combo; coins can have values such as 2 or 3. Include glowing faceted power-ups in cyan, pink, gold, or green for shield, magnet, multiplier, and speed boost. Shield absorbs one collision; magnet attracts coins temporarily; multiplier temporarily doubles coin value; speed boost temporarily increases movement speed. Passing obstacles increments combo; close passes can produce “NEAR MISS +100” and bonus coins. A combo meter increases score multiplier, and score also grows with distance. Energy charges gradually and is shown as a horizontal bar. When full, an ABILITY button becomes visibly glowing/pulsing and can be tapped, or activated with E. The selected character’s ability name is shown and ability use clears nearby obstacles, grants a short speed boost and shield, and has character-specific effects: Piccolo gains magnet time and Whis shifts obstacles backward. Use visible toast notifications for pickups, shield blocks, near misses, abilities, and chase events.

After the runner reaches distance milestones beyond about 180 m, occasionally trigger an 8-second “GUARDIAN CHASE! DODGE THE ATTACKS!” event that spawns additional purple energy hazards and rewards dodging them with score/coins. The normal collision flow should include a shield block; a chase collision can instead count as a successful chase dodge/near miss according to the visible rules. Include one revive per run from the game-over screen, presented as “WATCH AD → CONTINUE ONCE”; it restores play with a shield. The game-over screen says the character got clipped by the chaos and shows score, coins, distance, and best score, with PLAY AGAIN and HOME.

HUD during a run: top-left/center translucent dark-blue rounded pills showing SCORE, a coin icon and current run coins, DIST in meters, COMBO xN with an energy bar; top-right a speed pill in km/h. Bottom-right a large rounded gradient ABILITY button with its current ability/CHARGING or READY! label. Bottom-center show the instruction “SWIPE ← → TO DODGE  ↑ JUMP  ↓ SLIDE”. Use white bold text, cyan outlines, glassy dark-blue panels, and orange-to-pink gradient buttons. Add very light simple oscillator-like sound feedback if supported, with Music and SFX settings.

Persistent meta-game/home screen: start with a dark navy background and central tall rounded dark-blue panel with cyan border, matching the supplied visual. The logo is large, white, italic/skewed bold text with cyan glow and a pink offset shadow: “RUN” over “DRAGON BALL!”. Subtitle: “Swipe fast. Dodge smarter. Become the legend.” Show a pill with coin total and “Best” score. Provide large rounded orange-to-pink gradient buttons for PLAY, CHARACTER SHOP, DAILY CHEST, MISSIONS, ACHIEVEMENTS, LEADERBOARD, and SETTINGS; on narrow screens stack them. The home footer identifies the selected character and repeats the swipe controls.

Implement the following menus and persistent local save data. Start with Goku unlocked and selected. Character Shop lists ten characters with colored avatar tiles and ability names: Goku (free, Kaioken Burst), Vegeta (2500, Final Flash), Gohan (5000, Beast Rush), Piccolo (7500, Special Beam Cannon), Frieza (10000, Death Beam), Future Trunks (12500, Sword Slash), Broly (15000, Rage Mode), Goku Black (17500, Black Kamehameha), Jiren (20000, Limit Break), and Whis (22500, Time Rewind). Characters unlock sequentially only after buying the previous one; allow selecting owned characters. Daily Chest can be claimed once per 24 hours for 250 coins and advances a displayed day counter up to 7. Missions show progress for collecting 100 coins, running 1,000 meters, destroying 10 obstacles, and performing 10 near misses. Achievements show First Run, Coin Collector, Guardian Survivor, and Character Collector out of 10. Local Leaderboard shows highest score, longest distance, and total collected coins. Settings include toggles for Music and SFX, display HIGH graphics and Ads as MENU ONLY. Persist coins, best score/distance, owned characters, selected character, daily reward timing, run statistics, and settings using browser local storage. Include a first-run intro card saying “A cosmic guardian woke up angry. Swipe to escape.” with a simple sleeping-to-running emoji sequence, a SKIP INTRO button, and auto-skip after about 8 seconds. Keep the visual style polished, arcade-like, colorful, dark sci-fi/fantasy, with rounded glass UI and low-poly 3D scenery; do not add mechanics not described here.

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