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Arcade › Runbound Zones
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Nicolas Béguinot built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Runbound Zones yet. Play it, then tell Nicolas Béguinot what you would add next.
Runbound Zones was built by Nicolas Béguinot 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 Runbound Zones 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 browser-playable 3D third-person collection/management game titled “Runbound: Zones”, with a French-language HUD and a bright stylized low-poly look. Use Three.js or an equivalent real-time 3D renderer. The camera is a perspective follow camera positioned above and behind the player, smoothly tracking the avatar and looking toward the player’s ground position. The world is a large flat green grassland under a pale blue sky with atmospheric fog, soft shadows, a hemisphere light and warm directional sunlight. Scatter roughly three dozen simple low-poly trees around the open area: brown rectangular trunks and faceted green crowns. The player is a small glowing mint-green capsule-shaped runner with a thin luminous ring on the ground around it. Start the player at the base near coordinates equivalent to the south end of a long northbound corridor. Move with the arrow keys (up/down/left/right), at about 8 world units per second, and constrain the player to the open field laterally but to a narrow corridor when traveling north. Include the on-screen touch/action buttons BASE, A, PLACER, and SAVE; these correspond to B, A, P, and E keyboard actions. BASE teleports the player back to the base and discards any carried character or egg; A collects the nearest spawned character when close enough; PLACER deposits the carried character into a free base slot when close to the base; SAVE stores progress locally. Build the environment around a compact blue/teal home base at the south end: a dark platform, a teal central base building, a pale mint roof, and a small glowing gold beacon on top. Put ten small rectangular base slots in two rows of five on the platform. Place a purple shop building with an orange roof/sign to the east of the base, and beside it a large green treadmill/AFK belt with a dark belt surface and pale stripe marks. The player gains passive money over time from characters installed in base slots. When standing on the treadmill, increase a speed value over time; the selected treadmill type changes the speed gain. Extend a narrow enclosed corridor northward from the base, with a dark floor, low dark side rails, and nine colored zone gates/pads spaced along it. The zones, in order, are Forêt (green), Neige (pale blue), Désert (sand gold), Jungle (green), Volcan (red), Préhistoire (olive), Cosmique (purple), Démon (magenta/dark red), and Ange (pale gold). The player’s current zone is determined by corridor depth. Each zone has a displayed chance multiplier: x1, x5, x10, x20, x40, x80, x130, x200, and x250 respectively. Use a colored circular pad and matching horizontal gate/marker to visually identify each zone. While it is daytime and the corridor is not blocked, spawn up to three collectible runner characters near the current zone pad. Each is a small colored capsule with a matching luminous ring and plate. There are 100 possible characters named Runner 001 through Runner 100. Assign rarity by groups of ten using these French labels: Commun, Peu commun, Rare, Épique, Légendaire, Mythique, Secret, Divin, Transcendant, Éternel. Give each character an income value of 1 plus floor(id/3), and a distinct vivid color. Randomly select spawns, with later zones increasing the likelihood of high-index/high-rarity characters; announce especially rare finds. The player can carry only one character at a time, must bring it back to the base, and deposit it into the first empty one of the ten slots. Show a toast such as “... récupéré — ramène-le à la base !” and then a placement/save confirmation. Add a single faceted dark magenta zone boss with one glowing yellow eye. It appears around the player’s current zone, oscillates sideways, and when the player is carrying a character it follows/chases the player. If it reaches the player, knock the player backward and drop the carried character, with stronger knockback in later zones. Include decorative smaller boss/statue forms near each zone marker. Do not add combat or attacks; the boss is an obstacle to evade while transporting runners. Implement a day/night cycle lasting 120 seconds. Display the remaining time in the HUD. When the timer reaches zero, enter night: darken the sky and fog to deep blue-black, clear the carried character and egg state, automatically teleport the player to base, and block the corridor for 10 seconds. During night, stop spawning and make the HUD show “BLOQUÉ”. After the block ends, restore the pale daytime background/fog and reopen the corridor. The game should continuously update passive money, speed, spawn rotation, boss behavior, and HUD. Include a treadmill shop panel on the right with four purchasable/equippable belt types: “Tapis mousse” costing $0 and giving +1/s, “Tapis turbo” costing $80 and giving +3/s, “Tapis comète” costing