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Sierra Kono Run

  • 3d
  • third-person
  • adventure
  • mission
  • low-poly
  • africa
  • story-driven
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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. IBRAHIM CONTEH built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Sierra Kono Run yet. Play it, then tell IBRAHIM CONTEH what you would add next.

Make your own game

Sierra Kono Run was built by IBRAHIM CONTEH 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 Sierra Kono 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 Sierra Kono 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.

Recreate “Sierra Kono Run” as a browser-based Three.js third-person 3D mission slice set in Sierra Leone. The camera follows a male soldier avatar from behind at an over-the-shoulder/third-person distance of about 6.6 units. Use a low-poly, stylized realistic look with soft shadows, warm late-afternoon lighting, muted brown/terracotta colors, atmospheric fog, and a sandy red-dirt environment. The player is a dark-skinned-looking military soldier in a dark green helmet and dark tactical clothing, rendered as an animated GLTF character with idle, walk, run, jump, fall, land, and shoot animation states. Start the player on the red-dirt route at approximately (0, 0, 18), facing toward a parked minibus ahead at approximately (0, 0, -3). Movement should support WASD/arrow keys, Shift sprint, Space jump, and a mobile joystick-compatible third-person control scheme. There is no demonstrated combat or enemy system; the shoot animation may exist on the character but should not create enemies or weapons gameplay.

Build the environment as a broad dark reddish-brown ground plane with a clearly defined orange-red dirt road running straight through it, surrounded by fog. Place a small number of simple low-poly village props: mud-brick/stucco houses on either side of the road, with one around the left middle distance and another on the right, plus tall palm trees spaced around the settlement. Use warm sun from above/front-left, a warm ambient hemisphere light, and a faint cool fill light. The road and terrain should extend far enough to suggest a route toward Bo and Kono.

At the transfer point, place a Kenney-style compact van/poda poda minibus facing down the route, scaled visibly larger than the player. Add a floating rectangular sign above it reading “PODA PODA // KONO ROUTE” and a glowing gold circular ground marker nearby. The initial mission objective is “COVERT TRANSPORT // DISTRICT: KONO”. On initial load, show a radio/story dialogue card near the bottom with speaker “RADIO // MARIAMA” and the Krio line: “Kushe, Sorie. Na Freetown we dae start. Get na road, go meet di poda poda — na Kono we dae go.” Include the instruction to approach the poda poda and press E when the marker is visible.

Implement the actual interaction: when the player is within roughly 4.6 units of the van and presses E, advance the mission to stage 1, change the objective to “ESCORT THE PODA PODA // CROSSING TO BO”, replace the radio card with “MARIAMA // RADIO” and: “Na dis poda poda get di package. Guard am well, den follow di red-dirt road go Bo junction.” Log that the transfer is complete. Move the gold marker farther along the road around z=28. During this escort stage, while the player is still before approximately z=24, slowly move the van forward along the route at about 1.2 units per second. If the player interacts near the van again, show a driver dialogue from “DRIVER // KOFI”: “A wan de waka? Jump na inside, boss. We go reach Kono before dark.” Do not add a success screen, combat, damage events, or extra mission stages because they are not present in the source behavior.

Overlay the 3D scene with a dark translucent tactical HUD using rounded rectangular panels, thin muted teal borders, cream text, and gold accents. At the upper left show an OBJECTIVE label in gold and the current objective in bold white. At upper right show “SIERRA LEONE”, “Western Area → Kono”, and a small “LIVE ROUTE MAP” panel. The map is a dark teal inset with a pale angular route outline, gold location dots, and labels “KONO” and “BO”. At lower left show a VITALS panel with a horizontal green-to-yellow bar and a fixed initial value of 86%. At lower right show “WEST AFRICAN SOUNDTRACK — AFROBEATS INTENSITY: MED” above animated equalizer bars in gold. Place the story/radio card above the bottom HUD, spanning much of the width, with a nearly black gradient, gold border accent, speaker in gold uppercase, white dialogue text, and a small gray interaction hint. The overall presentation should feel like a cinematic West African covert-transport route, while retaining the simple playable mechanics and exact mission text described above.

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