Skip to content

Arcade › Sock Surge

Sock Surge

  • 3d
  • arcade
  • endless
  • runner
  • collectathon
  • sci-fi
0
Remix it Discord

5 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. pierreshepard2 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Sock Surge yet. Play it, then tell pierreshepard2 what you would add next.

Make your own game

Sock Surge was built by pierreshepard2 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 Sock Surge 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 Sock Surge

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 arcade game titled “Sock Surge,” built with Three.js and no build step. Begin on a full-screen character-select menu over a dark navy/black radial-gradient background. Center the title “Sock Surge,” a short instruction paragraph explaining that the player picks a velocity monster, moves to charge energy, collects glowing orbs, and triggers a 5-second speed burst with time dilation and camera punch. Below it, show three large rounded translucent cards/buttons in a responsive grid: “Comet Sock” with Base speed 6.0, Acceleration 2.2, Energy gain x1.00; “Volt Sock” with Base speed 7.4, Acceleration 1.7, Energy gain x0.90; and “Pulse Sock” with Base speed 5.2, Acceleration 2.8, Energy gain x1.25. Add a small controls line: WASD/arrows move, P pauses, Esc returns here, Space restarts, and 1/2/3 quick-select characters. Use a clean white sans-serif UI, subtle borders, blur, and hover lift effects.

After selecting a character by click or 1/2/3, enter a compact circular 3D arena viewed by a smooth third-person follow camera from behind and above the player. The scene should be very dark sci-fi: a deep blue-black background with exponential fog, a broad dark cylindrical arena floor, three large concentric glowing blue rings embedded around the floor, and ten tall blue-gray cylindrical pillars spaced around the perimeter. Use soft hemisphere lighting, shadows, and restrained bloom-like emissive materials. Place 22 floating glowing faceted energy orbs (low-poly icosahedrons) around the arena, each bobbing vertically and spinning. Keep orbs inside the circular boundary and respawn each collected orb at another random safe location away from the player.

The player is a cute stylized sock monster made from simple soft geometric meshes: a pale glowing sock-leg cylinder, a contrasting cuff ring near the top, a rounded elongated foot at the bottom/front, two tiny dark eyes on the forward-facing side, and a colored point light. Give each character a distinct glow palette: Comet Sock cyan/white, Volt Sock yellow/cream, Pulse Sock purple/lavender. The sock rotates toward movement direction, gently bobs and leans while moving, and leaves a short chain of small fading glowing sphere trail segments. Keep the playable boundary circular; when the player reaches its edge, clamp them inside and bounce their velocity back slightly.

Core gameplay: move with WASD or arrow keys using normalized 2D input and acceleration/interpolation, with movement speed based on the selected character’s base speed. Moving continuously fills energy at 10 per second multiplied by that character’s energy multiplier. Collecting an orb adds 10 score normally and adds 16 energy multiplied by the character multiplier. When energy reaches 100, automatically activate Velocity Mode for exactly 5 seconds. In Velocity Mode, speed starts at the character’s normal speed and ramps upward continuously using the character acceleration stat; collected orbs are worth 20 score and give double energy; the player glow, trail opacity/size, and visual intensity increase; the camera widens its field of view from 60 toward 95 degrees; and the world simulation is visually slowed toward a 0.55 time scale. When the five seconds end, return to Normal mode, reset boost to 1, clear energy to 0, restore time scale, and display “Velocity spent. Build it again.” The normal message should read “Collect orbs. Fill energy. Hit Velocity Mode.” and Velocity Mode should display “Velocity Mode — speed climbing, time bending.” Include simple synthesized pickup, activation, boundary, and mode-end sounds if audio is available.

During play, show a minimal translucent HUD over the canvas. Top-left has two dark glass cards labeled Character and Score; top-right has cards labeled Speed and Mode. At the bottom center, show an Energy label and a wide rounded horizontal progress bar with a cyan-to-purple-to-yellow gradient, filling from 0 to 100. Near the top center show a rounded message pill. Speed displays current horizontal velocity, and Mode displays “Normal” or “Velocity Nx” with the current boost multiplier. Press P to pause/unpause and change the message to “Paused — press P to jump back in.” Press Escape to return to character select. Use a responsive full-screen canvas, smooth camera follow, subtle camera shake during Velocity Mode, and no extra mechanics, enemies, weapons, lives, or game-over system.

More free browser games

Browse the whole Arcade →