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Arcade › Runeblade Rush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kerem Arda Demir built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Runeblade Rush yet. Play it, then tell Kerem Arda Demir what you would add next.
Runeblade Rush was built by Kerem Arda Demir 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 Runeblade Rush 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-based 3D endless runner called “Runeblade Rush” using Three.js. Show a third-person perspective down a long, dark blue magical arena with a slightly elevated camera behind the player; use a perspective camera around position (0, 5.5, 9) looking toward the distant track. The scene should have a deep navy background, atmospheric fog, soft blue ambient light plus warm directional sunlight and shadows. The player is a small stylized fantasy runeblade hero centered on a three-lane track. Build the avatar from simple 3D shapes: a purple capsule-like body, a red/pink cone-shaped cape behind it, and a glowing golden sword angled at its right side. The hero automatically runs forward while the world moves toward the camera. The track is a wide dark-blue rectangular arena floor with two subtle longitudinal lane markers dividing three lanes. The three lane centers should be approximately x=-2.4, 0, and 2.4. Place occasional fantasy scenery far along the sides, including alternating stylized pine trees and tower/house structures; these can be loaded from low-poly fantasy GLB assets if available, with trees and towers positioned outside the track rather than as gameplay obstacles. Core gameplay: the run begins from a centered modal overlay. The overlay has a translucent navy panel with rounded corners, the gold title “Runeblade Rush,” Turkish instructional text equivalent to “Run in a three-lane magical arena. Collect crystals, avoid stone barriers and go as far as possible,” and an orange rounded “Koşuya Başla” button. At the top of the screen, always show “RUNEBLADE RUSH” on the left and a right-aligned HUD reading “Skor: 0 · Kristal: 0” (update the values during play). At the bottom, show a pill-shaped hint reading “A / D veya ◀ ▶ ile şerit değiştir · Space ile zıpla,” plus three touch-friendly controls: left arrow at bottom-left, a purple “Zıpla” button near the bottom center, and right arrow at bottom-right. Buttons must work with pointer/touch input. Controls: A or Left Arrow moves one lane left; D or Right Arrow moves one lane right, clamped to the three lanes. Space or Up Arrow jumps. The player should smoothly move horizontally into the selected lane. Jumping uses vertical velocity: launch at about 8.4, gravity about 22, and allow a new jump only when grounded. Keep the avatar automatically moving; begin at speed about 11 and gradually accelerate, capped at about 20. Increase score continuously based on distance (roughly speed*2), and give an additional 50 points for each collected crystal. Spawn repeating rows of objects ahead of the player around z=-48, roughly every 0.95 seconds. Each row has one safe lane chosen randomly. In each lane, generally place either a collectible or a stone barrier: the safe lane and some other lanes can contain a floating crystal, while the remaining lanes contain barriers. Crystals are bright cyan glowing faceted octahedrons floating around y=1.35; rotate them while they approach. Stone barriers are squat rough reddish-gray faceted rocks around y=.5, slightly vertically stretched. Move all spawned objects toward the player at the current run speed. When the player is close enough horizontally and in depth, collect a crystal, remove it, increment the crystal counter, and add 50 score. If the player hits a stone barrier while not high enough in the air (jump height below about 1.15), end the run; a sufficiently high jump avoids it. Remove passed objects after they move behind the player. On game over, stop the run and replace the start panel with a centered Turkish results modal: title “Koşu Bitti,” text showing “Skorun: [score]” and “Toplanan kristal: [count],” and an orange button labeled “Tekrar Koş.” Clicking it resets score, crystals, speed, distance, lane, jump state, and obstacles and starts a fresh run. Pressing Enter while not running should also start/restart the run. Keep the dark navy, gold, cyan, purple, red, and orange palette, rounded translucent HUD panels, low-poly fantasy styling, soft shadows, and uncluttered arcade presentation shown by the reference.