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Arcade › SON 60 SANİYE

SON 60 SANİYE

  • 3d
  • third-person
  • heist
  • extraction
  • arcade
  • sci-fi
  • timed
  • roguelite
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. Osman Karakus built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about SON 60 SANİYE yet. Play it, then tell Osman Karakus what you would add next.

Make your own game

SON 60 SANİYE was built by Osman Karakus 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 SON 60 SANİYE 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 SON 60 SANİYE

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.

Rebuild a playable browser game titled “SON 60 SANİYE” (Turkish for “LAST 60 SECONDS”) as a dark, minimalist sci-fi third-person heist/extraction game. Use a full-screen 3D Three.js-style scene with a 2D canvas HUD layered over it. The camera is a smooth over-the-shoulder/third-person perspective following a simple low-poly humanoid runner: a pale cyan-blue rectangular body on short implied legs and a small blue sphere head. Keep the visual language highly stylized and sparse: almost-black navy background/fog (#07111c), blue-gray metallic architecture, cyan emissive strips and lights, gold loot/UI accents, and red warning lights/materials. Shadows, fog, glossy/metallic surfaces, and neon emissive trim should give it a futuristic underground facility atmosphere.

Game flow: begin in a “HOME BASE” hub. Show the large centered title “SON 60 SANİYE”, subtitle “FUTURE HEIST // UNDERGROUND HUB”, and left-side stats: “Credits 0”, “Runs escaped 0”, and “Upgrade tier 0”. Place the blue player character on a small rectangular pedestal in the empty dark hub. At the bottom show the instruction sequence “ENTER → SEARCH → RISK → COLLECT → ESCAPE”, a cyan outlined “START 60s RUN” button, and a gold outlined “UPGRADE” button. Press Enter or click Start to begin a run. The Upgrade button (also keyboard U) costs 250 credits and increments the upgrade tier only when enough credits are available; upgrades increase starting shield by 5 per tier, and tier 3+ adds 3 seconds to the run timer.

Each run starts with a 60-second countdown (or 63 seconds at upgrade tier 3+), a randomly selected floor number from 1–10, and a procedurally arranged facility consisting of 3–5 rooms. Rooms are selected from names such as “LUXURY OFFICE”, “SERVER VAULT”, “RESEARCH LAB”, “MAINTENANCE TUNNELS”, and “SECURITY CENTER”. Build each room as a rectangular metallic floor roughly 13 by 10 units, with three dark blue-gray walls, cyan vertical structural/trim bars, and a small glowing sign/strip on the far wall. Arrange rooms in a compact alternating grid along the z axis and place the player near the first room. Put a glowing cyan extraction elevator/box near the end of the layout.

Populate every room with 2 loot objects, plus a third in deeper rooms. Loot should be floating/glowing faceted octahedrons: mostly cyan, with rare gold objects. Assign values by rarity: COMMON 80, RARE 180, EPIC 450, and LEGENDARY 900, with legendary objects gold. Walk close to a loot object and press E (or the mobile interact button) to collect it; hide it after collection. Collection raises HEAT by value/250 and increases a temporary combo multiplier by 0.22 up to x2.5; the combo decays back toward x1 when its short timer expires. Display loot as loot value multiplied by combo.

Add threats and hazards. Rooms after the first should contain one moving enemy, represented by a magenta/red metallic block. Randomly label enemies as “drone” or “hunter”; when within 8 units they pursue the player, with drones moving faster. Close contact periodically damages the player, first reducing the shield, then health, and resets the combo. Every room has a horizontal floor trap strip: cyan when inactive and red when active, pulsing on a sine-wave cycle. Crossing an active strip damages shield or health over time and resets combo. Deeper rooms use red warning strips. The player starts with HP 100, shield 50 plus upgrade bonuses, and stamina 100. Sprinting drains stamina; while not sprinting it regenerates. The HUD should show floor, “BLACK FLOOR” when applicable, HEAT, LOOT, HP, SH, ST, and combo when above x1.

On roughly 8% of runs, designate the run as a “BLACK FLOOR”. Add three small gold terminal blocks near the extraction area. The HUD should say “BLACK FLOOR: ACTIVATE 0/3 TERMINALS”; approach each and press E to activate it, changing it to cyan and incrementing the displayed activated count (the code’s terminal interaction also increments the run statistic). This is an additional visible objective, while the main extraction interaction remains available at the elevator.

To escape, collect loot, reach the glowing elevator, and press E. Show “ELEVATOR ARRIVING 5.0” and count down five seconds. The player must remain within about 5 units of the elevator when the timer finishes; if so, complete the run, add the collected loot value to Credits, add the loot multiplied by the final combo to score, and increment Runs escaped (capped at 3 in the displayed daily counter). If the player dies, or the 60-second timer reaches zero, fail the run and lose the temporary loot. During the final 15 seconds show “EMERGENCY MODE — EXTRACT NOW” in red, intensify the red lighting, and reduce cyan lighting; during the final 10 seconds tint the countdown red. After a successful or failed run, return to the home base with the updated persistent credits/stats/upgrade tier.

Controls: desktop WASD or arrow keys move; Shift sprints; Space jumps with simple gravity; C crouches by reducing speed; E interacts with nearby loot, terminals, or elevator; mouse drag rotates the third-person camera. Clamp movement to the facility bounds and smoothly follow the player. On narrow/mobile screens provide a virtual joystick at lower left, a JUMP button, an E/interact button, and a RUN/sprint button at lower right, with touch drag elsewhere rotating the camera. Keep all HUD text in the clean bold sans-serif style shown, with cyan/white text, gold upgrade accents, and red danger feedback. The overall experience should feel like a compact risk-versus-reward 60-second neon facility heist, not a combat-focused shooter.

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