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Arcade › Shadow Run

Shadow Run

  • 3d
  • action
  • collection
  • third-person
  • low-poly
  • arcade
0
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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. Curtis Hann built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shadow Run yet. Play it, then tell Curtis Hann what you would add next.

Make your own game

Shadow Run was built by Curtis Hann 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 Run 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 Shadow Run

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 browser-based 3D third-person action-collection game titled “Shadow Run,” using a clean low-poly Three.js-style presentation. Show a dark nearly black void background with subtle fog and tiny pale-blue floating star/spark particles. The camera is a perspective third-person camera behind and above the player, initially around (0, 7, 12), looking toward the character; allow the player to orbit the view by dragging with the mouse, with constrained orbit distance and no panning. Keep the camera target smoothly following the player.

Build a compact floating arena: a large dark charcoal 20-by-20 floor slab with bright cyan glowing grid lines running across it at regular intervals. Add four raised dark rectangular platforms: one around (-6, 1.4, -4), one at (5, 2.2, -6), one at (6, 3.0, 4), and one at (-5, 3.8, 5), with the listed coordinates representing their approximate centers/top heights. The player can land on the base and these platforms, is clamped within the arena edges, and falling far below the arena ends the run.

The player is a stylized blocky, male-presenting athletic character built from simple box meshes: light skin, dark brown eyes, dark brown angular/ripped hair, a shirtless light-skin torso and waist, black fitted pants, and bright blue fitted boots. Give him simple running animation with swinging arms and a slight body bob. Start him at the center of the arena. Use WASD or arrow keys for camera-relative movement, with normal movement speed about 6; hold Shift to sprint at about 10. The character accelerates/decelerates smoothly, rotates to face the movement direction, and is affected by gravity. Press Space to jump with a vertical impulse around 6.5; pressing Space again while airborne performs a directional dash-hop if its short cooldown is ready, adding forward motion and a smaller upward boost. Press F to perform a short melee punch animation (especially visibly extending the right arm); it has a brief cooldown and can affect nearby drones in front of the player.

Place exactly eight floating collectible energy shards, represented by small rotating glowing cyan/ice-blue octahedrons. Position them at approximately (0, 1.2, -7), (-6, 1.8, -4), (5, 2.6, -6), (7, 1.2, 0), (6, 3.4, 4), (-5, 4.2, 5), (-7, 1.2, 0), and (0, 1.2, 7). Make them bob gently up and down and disappear when the player comes within about 1.1 units. Track collection from 0 to 8.

Add exactly three red/magenta pulse drones, each a glossy glowing red sphere with dark perpendicular cross-shaped wing bars. They float and move continuously: one starts near (0, 1.2, -3) oscillating along X over a range of about 4.5 at speed 1.4; one near (-2, 1.2, 4) oscillating along Z over about 5.5 at speed 1.1; and one near (4, 2.2, -6) oscillating along X over about 2.2 at speed 1.8. Give them subtle vertical bobbing and rotation. Touching a drone knocks the player backward, launches him slightly upward, and drains 6 seconds from the timer; briefly prevent repeated collision damage. A punch within roughly 1.9 units and in front of the player pushes the drone away within arena bounds and stuns it for about 2.5 seconds, during which it spins and visibly shrinks/behaves disabled.

Place a green exit pad at approximately (8, 0.2, 8), made from a dark circular base and a glowing green torus ring that rotates and pulses. The exit is inactive/dim until all eight shards are collected; after that, brighten it and display that the exit is unlocked. The player wins only by reaching the pad within about 1.5 units after collecting all shards. The run also ends if the 60-second countdown reaches zero or the player falls off the arena. Press R at any time to restart everything: reset the timer to 60, score to zero, player position to center, drones to their spawn points, and all shards to visible/uncollected. Do not implement a health/lives system beyond the single-run failure state; the HUD may reflect only the actual timer and shard progress.

Use soft directional shadows, hemisphere ambient lighting, a white directional key light, dark blue-black materials, cyan emissive grid/shards, red emissive drones, and green emissive exit lighting. Present a minimal HUD over the 3D view with two rounded dark translucent panels outlined in blue-gray: the upper-left panel says “Shadow Run,” “Shards: 0 / 8” (updated live), and “Time: 60” (updated live); the upper-right panel lists “W forward · S back,” “A left · D right,” “Shift run,” “Space jump,” and “F attack · R restart.” Show temporary centered/lower instructional messages such as “Collect all shards, then reach the glowing exit pad,” “Shard collected 1/8,” “Exit unlocked — head to the green pad!,” “-6 seconds,” “You fell off the arena. Press R to restart,” “Out of time. Press R to restart,” and the win message “You made it. Press R to run again.” On victory show the remaining time with a cleared indication; on failure show the over state. Add lightweight synthesized arcade sound cues on user interaction for jumping, attacking, collecting, hits, and victory if supported.

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