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Signal Run

  • 3d
  • top-down
  • action-rpg
  • stealth
  • arcade
  • dystopian
  • mobile-friendly
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. Alex Kew built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Signal Run yet. Play it, then tell Alex Kew what you would add next.

Make your own game

Signal Run was built by Alex Kew 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 Signal 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 Signal 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 3D top-down action RPG called “Signal Run,” set in a compact dystopian surveillance-state city district at night. Use a dark blue-black, foggy atmosphere with a stylized low-poly/clean sci-fi look: cyan glowing road markings, blue-lit windows, emissive objective beacons, orange broadcast van, colorful citizens, a mint-green courier, and red hovering patrol drones. Render the world in a smooth angled perspective camera that follows the player from above and behind, looking down at the ground; the camera should smoothly track the player across the district.

The playable courier starts in the southwest portion of the district at approximately (-24, 22), with 100 health, movement speed around 10, and a small collision radius. Represent the courier as a rounded capsule-like mint/green body with a pale spherical head and a cyan circular pulse effect on the ground when using EMP. Allow movement with WASD and arrow keys, plus a mobile on-screen four-way directional pad with hold-to-move buttons. Keep movement constrained to a roughly 60-by-60 district and prevent walking through buildings using solid box collisions; resolve horizontal and vertical movement separately so the player can slide around corners.

Build a compact city-block map on a large dark ground plane. Add broad dark roads crossing the district horizontally and vertically, including a horizontal road through the center, a vertical road near the west side, and another horizontal road near the southern side. Add short glowing cyan lane dashes along the roads. Surround the roads with multiple rectangular dark teal/blue buildings of varied widths and heights, with small repeating cyan-blue glowing windows on their sides. Include collision boxes for the buildings and roads/open routes between them. The lighting should use cool ambient and directional light, soft shadows, and distance fog.

The main loop is: collect three evidence files from three marked data terminals, avoid or disable patrol drones, then upload the evidence at the broadcast van. Place three terminals at distinct locations: one in the northwest/central-left area around (-24,-8), one in the northeast around (8,18), and one in the southeast around (20,-14). Each terminal is a small dark octagonal pedestal with a bright cyan rectangular vertical screen. Put a floating, rotating cyan diamond/cone marker above every terminal that has not yet been hacked. The player must be within about 3.2 world units and press E or the mobile ACT button to hack a terminal. Hacking increments evidence by one, changes that terminal’s screen from cyan to green, displays a short confirmation plus its clue, and eventually changes the objective after all three files are collected. Terminal clues should be: “Citizen: North terminal holds drone routes.”, “Citizen: East terminal exposes ration skimming.”, and “Citizen: Last terminal points to the broadcast van.”

Place an orange broadcast van at the southern edge around (-2,30), with a boxy body, pale roof antenna/dish details, and an orange floating marker. The van is not an active interaction target until all three files are collected. After evidence reaches 3/3, change the mission stage to broadcast and show the van marker while hiding/ending the completed terminal markers. When the player is within about 3.2 units of the van and presses E/ACT, win the mission, hide the start overlay, and show a completion message such as “Upload complete. The story is out.” The win state should stop gameplay; pressing the start/reset control should restart the mission.

Add four civilians as small colorful capsule-bodied people with pale heads, placed around the district (roughly at (-8,-2), (-24,10), (17,7), and (2,26)). Make them gently bob in place. They are optional nearby interactables: within about 3.2 units, E or ACT displays their flavor/clue text. Use these exact lines: “Keep moving. Drones turn slower after an EMP pulse.”, “The van only accepts uploads once all three files are secure.”, “Watch the road crossings — patrols loop there.”, and “The state watches towers. The people watch each other.”

Add three hovering patrol drones with red glowing cores, pale/red eyes, and crossed horizontal arms. They should hover around y=2.4 and bob slightly. Give them patrol loops using these waypoints: drone one loops (-24,-2), (-6,-2), (-6,16), (-24,16); drone two loops (5,-18), (23,-18), (23,2), (5,2); drone three loops (-10,22), (8,22), (8,6), (-10,6). Patrol speed is about 4.2. If a drone comes within 9 units of the player it enters chase mode and follows the player at about speed 6; it stops chasing once beyond 16 units. When within 2.25 units, it damages the player for 18 health, with roughly 1.1 seconds of invulnerability between hits, and displays a warning message. Smoothly derive a Low/Medium/High alert display from nearby chasing drones. Drones should return to patrol when no longer pursuing.

Implement EMP as a defensive area pulse. Press Space or the mobile EMP button to trigger it if the player is not on cooldown and the game is active. Give it an 8-second cooldown, show a rapidly expanding cyan ring centered on the courier for about 0.6 seconds, and disable every drone within 8 units for 5 seconds, ending its chase. If no drone is nearby, still consume the EMP and show a “no drone in range” message. Disabled drones should visibly lose their red emissive glow while disabled. Ignore EMP presses while on cooldown, after victory, or after defeat.

Fail the mission when health reaches zero from drone attacks. Set a game-over state, show “Mission failed — press Start mission to reset” in the objective/HUD and restore/show the overlay. The Start mission button must hide the initial overlay and begin play; if the game is in victory or game-over state, the same button resets the entire district: player returns to the southwest start, health returns to 100, evidence to 0/3, mission returns to collect, alert clears, terminal screens reset, drones return to their first patrol waypoints, and all active messages/markers reset.

Use a fixed responsive HUD over the 3D view. In the upper-left, show a translucent dark panel labeled “OPERATIVE,” Health with a large numeric value, and “Evidence: 0/3 · Alert: Low.” Color health green above 55, cyan/orange accent in the middle, and orange/red when low. In the upper-right, show a translucent “OBJECTIVE” panel. During collection say “Hack the marked terminals (0/3)” with the counter updating; after collection say “Reach the broadcast van and upload the files”; on success say “Broadcast complete — the district heard the truth”; on failure say “Mission failed — press Start mission to reset.” Include small control help text: “WASD / arrows to move · E interact · Space EMP pulse.” Show timed centered-bottom translucent message cards for terminal clues, civilian dialogue, EMP feedback, and drone-hit warnings.

Add mobile-friendly controls: a translucent four-button directional pad in the lower-left and two large buttons labeled “EMP” and “ACT” in the lower-right. Buttons should support pointer/touch input, use a dark glassy style with rounded corners, and remain usable with safe-area insets on narrow screens. At launch show a full-screen dark translucent overlay with a centered rounded card: eyebrow “DYSTOPIAN STREET RPG,” title “Signal Run,” description explaining that the courier must collect proof from three data terminals, dodge patrol drones, and upload the files to the broadcast van, bullet points about talking to citizens, using EMP, and restarting if health reaches zero, plus a large “Start mission” button. Use dark navy glass panels, thin cyan borders, pale blue-white typography, cyan accents, mint success colors, orange warning colors, and subtle shadows throughout.

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