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Shard Runner

  • 3d
  • third-person
  • collection
  • arcade
  • timed
  • sci-fi
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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. Vivek Khedkar built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shard Runner yet. Play it, then tell Vivek Khedkar what you would add next.

Make your own game

Shard Runner was built by Vivek Khedkar 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 Shard Runner 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 Shard Runner

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 third-person collection game titled "Shard Runner". Use Three.js or an equivalent 3D engine with a dark navy background and a third-person camera that follows the player from about 6.5 units behind, with a perspective field of view around 55 degrees. The playable space is a circular arena: a broad, dark blue cylindrical floor about 15 units in radius and 0.6 units thick, surrounded by a glowing blue-edged torus/ring near its perimeter and ten short dark-blue illuminated pillars spaced evenly around the outer edge. Use fog so distant parts of the arena fade into the dark navy environment. Light the scene with cool cyan/blue ambient and directional lighting, soft shadows, and a subtle sci-fi neon look.

The player is a humanoid character loaded from the supplied hero_image_humanoid_character.zip asset when available; normalize its size to roughly 2.25 world units tall, ground it on the arena floor, and cast/receive shadows. If the asset cannot load, use a simple glowing cyan capsule-like humanoid fallback. Start the player near the edge of the arena at position approximately (0, 0, 8). Provide third-person movement with WASD or arrow keys, Shift to sprint, and Space to jump. Movement should support gravity and grounded jumping, with a movement speed around 5.6, jump speed around 8.5, gravity around -24, and a slope limit around 42 degrees. The player should stay on/within the arena floor rather than falling through it. Slightly tilt/animate the humanoid while moving, but do not add combat or enemies.

Place exactly ten collectible shards around the arena at these approximate ground positions (x,z): (-8,-6), (-4,-2), (0,-5), (5,-5), (9,-1), (-9,2), (-3,6), (3,4), (8,6), and (1,9). Each shard is a small bright cyan glowing faceted octahedron hovering around y=0.75, gently bobbing and continuously rotating. When the player comes within about 1.25 units of a shard, collect it, hide it, and increment the score. The goal is to collect all ten shards before the countdown expires. Start with score 0/10 and a 60-second timer. The timer counts down in real time; when it reaches zero before all shards are collected, stop gameplay and show a centered result overlay titled "Time up" with text stating how many shards were found. When all ten are collected, stop gameplay and show "Arena cleared" with text such as "You collected every shard. Run it again and beat your pace." Do not respawn or randomize shards during a run.

Add a fixed HUD over the game. In the upper-left, show a rounded dark translucent panel with a thin blue-gray border and soft shadow. It should display the uppercase spaced cyan title "SHARD RUNNER", then "Shards 0 / 10" and "Time 60", updating the values during play. At the bottom center, show a small pill-shaped translucent hint reading "WASD / arrows to move · Shift to sprint · Space to jump"; on touch devices place this hint higher above the bottom edge. At game end, show a centered dark translucent rounded message panel near the upper portion of the screen with a cyan border, result title, explanatory text, and a cyan "Play again" button. Clicking the button resets the score to zero, timer to 60, player to the starting position, respawns all ten shards, hides the result panel, and resumes play. Keep the overall visual style minimal, polished, cool-toned, and sci-fi: near-black navy world, cyan emissive collectibles and accents, readable white HUD typography, no extra enemies, weapons, health, lives, or invented UI systems.

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