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Arcade › Rush Home
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Shreyash Agnihotri built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Rush Home yet. Play it, then tell Shreyash Agnihotri what you would add next.
Rush Home was built by Shreyash Agnihotri 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 Rush Home 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 playable low-poly 3D third-person endless-style street run called “Rush Home.” The scene is a long straight dark charcoal asphalt road running into the distance, with a dashed white center line, gray sidewalks on both sides, and pale concrete curbs. Use a bright pale-blue sky/background with light atmospheric fog, soft shadows, and simple stylized geometry. Line both sidewalks with evenly spaced low-poly trees: dark brown/black narrow trunks and faceted mint-green spherical/icosahedral crowns. Use a smooth third-person follow camera positioned behind and slightly above the player, looking down the road toward the destination. The player is a stylized animated casual male runner, viewed from behind, carrying a conspicuous light-blue rectangular backpack/box and a small yellow urgency badge on the front/body. Start him near the camera at the near end of the road, around the center lane. Load/use a low-poly animated human character with a carrying/running animation when available; otherwise provide a simple stylized runner matching the visible silhouette. The player can move freely left/right and forward/back along the road, with keyboard WASD or arrow keys, sprint with Shift, and jump with Space. On mobile, provide a touch joystick. Movement should be responsive and the camera should follow the player. Make the objective time-based: give the player 35 seconds to run approximately 142 world units down the road from the starting position to a home at the far end. The player wins when reaching the destination area near the home (roughly z=-105 relative to a start around z=30), and loses when the timer reaches zero. During play, continuously display a countdown to one decimal place and progress text such as “Home 0% · keep moving,” calculated from the player’s distance toward home. Turn the timer pink/red when fewer than 8 seconds remain. The timer must continue counting down while the game is active. Obstacles should be solid/collidable street objects that require dodging and jumping: red/pink horizontal construction barriers on short legs, pairs of small yellow traffic cones with dark bases, and a few parked blocky cars along the road edges. Place them in a staggered pattern across different lanes and distances, including barriers near the start and farther down the route, cone pairs, and parked cars on the left/right. The player should be able to jump over or steer around them; do not add weapons, enemies, collectibles, health, or extra mechanics. At the far end, build a simple destination house/facade: a pale peach rectangular building with a dark blue-gray low-poly pitched roof, a dark front door, and a bright mint-green sign above it reading “HOME • RESTROOM.” Also show this destination label as a floating HUD/world-projected label when it is visible in the camera. Reaching the restroom ends the run successfully. Use a clean, colorful low-poly/modern arcade aesthetic: dark navy road, slate-gray sidewalks, pale curbs, pastel red barriers, yellow cones, mint trees/sign, blue backpack, strong directional sunlight, ambient hemisphere lighting, and soft cast shadows. Keep the screen in landscape or responsive full-screen mode. HUD/UI: In the upper-left, place a rounded translucent very dark navy panel with a subtle light border/shadow. It must show the spaced uppercase title “RUSH HOME,” the large timer (initially “35.0”), and a smaller status line. At the bottom center, show a rounded dark translucent instruction pill reading “WASD / arrows to run · Shift to sprint · Space to jump · touch joystick on mobile.” Before play, cover the scene with a dark translucent full-screen overlay and centered rounded card titled “Rush Home,” explanatory text: “He really needs the restroom. Dodge the street obstacles, keep moving, and make it home before the timer hits zero.” and a “Start running” button. On success, show a full-screen overlay card titled “Made it!” with text explaining that the player reached the restroom with seconds to spare and a “Run again” button. On timeout, show “Too late!” with text explaining the timer ran out and suggesting a cleaner line through the obstacles, also with a “Run again” button. Hide the intro after starting, hide the end overlay during a new run, reset the player and timer on restart, and prevent the game from continuing after either outcome.