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Arcade › Signal Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Gat Francis built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Signal Run yet. Play it, then tell Gat Francis what you would add next.
Signal Run was built by Gat Francis 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.
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 third-person 3D collection game titled “Mia: Signal Run.” Use a dark futuristic sci-fi arena viewed from an over-the-shoulder/third-person camera that follows the player, with a deep navy background and atmospheric fog. The playable arena is a large circular dark-blue platform about 14 units in radius, with several glowing blue concentric rings on the floor and a perimeter of 18 small cyan-blue illuminated beacon pillars of varying height. Light the scene with cool cyan/blue lighting and a contrasting red/pink danger glow. Use the supplied 3D character asset `assets/Rig_model_mia.glb` as the player character Mia, placed near the edge of the arena at the start. Scale the model up slightly, enable shadows, and play its idle animation if available. Mia should move freely around the arena in third person using WASD or arrow keys; support Shift for sprinting and Space for jumping. On mobile, show touch controls. Movement should orient Mia toward her travel direction, use gravity, and allow jumping. The objective is to recover all 8 floating signal shards before the timer reaches zero. Place exactly eight collectible shards at these arena positions (using x,z coordinates relative to the arena center): (-7,2), (-3,-4), (3,-6), (8,-2), (6,5), (0,1), (-8,6), and (1,7). Each shard floats around y=0.85, slowly bobs up and down, rotates continuously, and is an emissive pale-cyan/blue octahedral crystal surrounded by a thin glowing circular halo. When Mia comes within roughly 1.15 units, collect the shard, hide it, and increase the shard counter. Immediately win when all eight are collected. Add exactly four red pulse danger zones on the arena floor at (-5,-1), (5,-1), (-2,5), and (4,3). Each is a translucent glowing red/pink circular disc with a red torus outline, gently pulsing and rotating. If Mia is within about 1.05 units of one, drain the remaining time faster (approximately 2.5 extra seconds per real-time second) while the normal countdown continues. Do not make hazards destroy the player or add combat; the central challenge is routing around the pulse zones while collecting the crystals. The run starts with 60 seconds. If time reaches zero before all shards are collected, end with a loss. Build a clean dark HUD over the 3D view. At the top left, show a translucent, rounded dark panel with the uppercase branding “MIA: SIGNAL RUN” and the subtitle “Recover 8 signal shards before the arena overloads.” At the top right, show two stats in a matching panel: the current shard count starting at 0 and the countdown starting at 60, labeled SHARDS and SECONDS. Before the run begins, show a large centered translucent rounded dialog titled “Signal Run,” with the text “Move Mia through the arena and collect every floating shard. Avoid the red pulse zones.” and a bright cyan “Start Run” button. Hide this dialog during play. On success, show “Run complete” and “Mia recovered every shard. The arena is stable.” with a “Run Again” button. On timeout, show “Signal lost” and “The pulse field overloaded. Reset and try a faster route.” with the same restart behavior. Restarting resets Mia to the starting position, restores all eight shards and the 60-second timer. At the bottom center, display the control hint “WASD / arrows to move · Shift to sprint · Space to jump · touch controls appear on mobile.” Use a polished neon sci-fi visual style: navy/black environment, cool cyan emissive collectibles and arena accents, red-magenta hazard zones, soft shadows, fog, rounded glass-like HUD panels with subtle blue borders, and bright cyan buttons. Keep the arena uncluttered and ensure the 3D character and collectible locations remain visible behind the HUD.