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Arcade › Shadow Chase
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mirka Kotolia built it with Cinevva, so it works on a phone or a tablet too.
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Shadow Chase was built by Mirka Kotolia 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 Shadow Chase 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.
Rebuild a playable game titled “Shadow Chase” as a top-down 2D canvas game (the design calls it top-down 3D, but the actual implementation is a flat overhead arena rendered with 2D canvas). The player is one circular avatar in a large dark-blue circular arena, alongside exactly 25 AI agents, for 26 total agents. The objective is hide-and-seek tag: survive an 80-second round, or become the last remaining runner. At the beginning of each round, randomly designate 4 NPCs as seekers and all other NPCs plus the player as runners. The round begins in a 12-second Hide phase during which seekers wander near their starting area and runners move toward hiding spots; after that, enter the Chase phase and release the seekers. Seekers pursue visible runners, using obstacle line-of-sight and distance to choose targets. Runners flee from nearby seekers and try to move behind cover. When a seeker touches a runner, tag them: tagged NPCs switch from runner to seeker, while a tagged player is marked caught, changes visually to a seeker, and the round ends immediately. End the round successfully when the 80-second timer expires or the player is the only remaining runner; end unsuccessfully when the player is tagged. Award coins at the end of every round: survival gives 55 plus remaining seconds plus a bonus based on tagged NPCs, with an additional 30 for being the last runner; defeat gives 18 plus a smaller tagged-NPC bonus. Track wins and let the player start another round from the lobby/round-end state. World and camera: use a large circular playable arena with world radius about 720 units, bounded so agents cannot leave it. Render a deep navy-to-black vertical background, with the arena filled slightly lighter blue-gray, a thick muted blue perimeter, and a subtle cyan grid clipped inside the circle. Place eight fixed circular obstacles that block movement and line of sight: around (-260,-170) radius 90, (240,-240) radius 76, (320,150) radius 82, (-330,220) radius 95, (0,0) radius 108, (0,350) radius 70, (-470,-380) radius 75, and (500,-10) radius 78. Draw them as soft-shadowed, muted green/teal circular cover objects, with the central obstacle a blue-gray tone. Agents collide with obstacles, the arena edge, and each other. Provide two camera modes: a closer follow camera centered partly on the player for juking around cover, and a pulled-back full-arena camera; the Camera button toggles between them. Draw each agent as a small colored circular token with a dark drop shadow, a bright pulsing outer ring, and a small white highlight dot. The player is cyan/light blue, ordinary runners are pale green, and seekers are coral/red. If the player is caught, use the seeker red appearance. Sort tokens by world depth before drawing. If an Owl Pet is equipped, show a faint gold scouting/vision circle around the player and an extra gold ring around nearby seekers within the player’s vision radius. If any pet is equipped, show a small colored pet dot orbiting the player: orange for fox, gold for owl, green for turtle. Include a small bottom-left legend identifying You, Seekers, and Runners. Player controls: on desktop, WASD or arrow keys move in eight directions; holding Shift activates sprint at 1.5x movement speed. On mobile, provide a virtual left joystick with a translucent circular base and movable knob, plus a Sprint button that bursts/holds sprint while pressed, and a Camera button. Movement should have smooth acceleration/deceleration rather than instant velocity changes. The player’s base speed is 260 units/second. NPC speeds should vary roughly from 190–235 units/second, with seekers pursuing at a modest speed multiplier and runners receiving flee behavior. The AI should use obstacle-aware hiding spots and line-of-sight checks: obstacles hide runners from seeker targeting and influence routes. Agents should avoid obstacles and remain within the circular arena. Add a persistent progression store accessible from the lobby or between rounds. Start with 140 coins and Swift Sneakers owned and equipped; allow one accessory and one pet to be equipped simultaneously, and retain purchases/equipment across rounds. Accessories: Swift Sneakers (60 coins, +18% move speed), Shadow Cape (85 coins, seekers need to get 18% closer before fully locking onto the player), and Lucky Band (95 coins, an 18% chance to dodge the first tag attempt and burst away). Pets: Fox Pet (100 coins, +8% speed and stronger fleeing behavior), Owl Pet (120 coins, increases vision radius by 220, adds a little stealth, and visually scouts nearby seekers), and Turtle Pet (105 coins, blocks one tag per round and then is depleted until the next round). The Lucky Band should only evade one tag attempt per round; the Turtle shield should only have one charge per round. Store cards should show item type, name, price, description, Buy and Equip buttons, disable purchases when unaffordable/already owned, and automatically equip newly purchased items. Build the HUD as translucent dark glass panels with rounded corners and light borders over the playfield. Across the top show four stats: ROUND with labels such as Lobby, Hide, Chase, or Round End plus round number; TIME showing seconds remaining (80 seconds at start, 12 seconds during hiding); COINS; and ALIVE showing the number of living runners out of 26. Place Start Round and Store buttons at the top-right. The Start Round button is disabled during Hide and Chase. Put a bottom-left message panel showing the current loadout (accessory and pet pills) and contextual announcements such as “Hide phase — You have 12 seconds before the seekers get released. Use cover and save your sprint.”, “Seekers released”, “You were tagged”, or the victory result and coin reward. On narrow screens, make the stats two columns, move the store lower, and keep the message above the mobile controls. Use a dark navy, cyan, green, coral-red, gold, and muted-white visual palette with crisp system UI typography, subtle shadows, and no extraneous screens or mechanics.