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Arcade › Space Chief
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Nathan Wehmeyer built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Space Chief yet. Play it, then tell Nathan Wehmeyer what you would add next.
Space Chief was built by Nathan Wehmeyer 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 Space Chief 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 browser-playable Three.js endless runner titled “Space Chief” (the on-screen game title can read “SPACE CHIEF RUNNER”). Use a third-person chase camera positioned behind and slightly above the player, looking forward down a straight three-lane space track. The player runs forward automatically while the track, hazards, and pickups move toward the camera/player to create the illusion of forward motion; there is no manual acceleration or stopping. Build the scene in a dark orbital sci-fi setting: a nearly black/navy background with a dense starfield of small white, blue, and occasional pink points. Add a long segmented dark track about 8 units wide, with glowing electric-blue rails along both edges and dark blue side panels on either side for depth. Use atmospheric dark fog and cool neon lighting. The avatar is a simple original green armored supersoldier, not a literal copyrighted character: a bright green capsule-like armored body, a rounded green helmet, a small dark metallic/gold-orange glowing visor across the front, and a soft blue jet-like glow behind/under the body. Keep the geometry simple and stylized. The character occupies one of three fixed lanes at x positions approximately -2.2, 0, and 2.2, begins in the center lane, and smoothly shifts horizontally when changing lanes. It automatically runs in place/advances through the track. Include a subtle idle bob and pulsing blue jet glow when the game is not running. Core loop: spawn an endless sequence of obstacles ahead on the track and move them toward the player. Each obstacle randomly occupies one lane. About 60% are low magenta/pink-emissive sci-fi rectangular barriers, roughly 1.4 wide by 1.1 high, placed on the floor and requiring a jump. The remaining obstacles are high cyan-emissive gates/blocks, roughly 1.6 wide by 1.6 high, elevated around y=1.65 and requiring the player to slide/crouch underneath. Obstacles should have a slight sci-fi wobble. Avoid impossible density by leaving occasional gaps and spacing obstacle rows roughly 9.5–16 units apart. Spawn collectible energy cores in rows ahead of the player. A row contains one to three glowing cyan faceted icosahedron-like orbs, randomly distributed among the three lanes, floating around y=1.15. They rotate and bob gently. Collecting a core increments the core counter and adds 25 points. Spawn additional core rows at varied intervals, sometimes just after an obstacle, but do not guarantee that every row is safe or collectible. Controls: on desktop, A or Left Arrow moves one lane left, D or Right Arrow moves one lane right, W, Up Arrow, or Space jumps, and S or Down Arrow slides. Lane movement is clamped to the left and right lanes and smoothly interpolated. Jump only works while grounded: launch with upward velocity about 7.8 and apply gravity around -18 until landing. Sliding lasts about 0.62 seconds and visually crouches/shrinks the avatar; it reduces the player’s collision height so it can pass under high gates. On mobile, interpret horizontal swipes as lane changes, upward swipes as jump, and downward swipes as slide. A tap on the initial menu starts the game; after game over, provide a visible Restart button, and also allow Enter to restart. Use simple AABB-style collision logic. A collision with any obstacle in the same lane ends the run immediately, with no health or lives system. Jumping must clear low barriers, and sliding must fit under high gates based on the player’s reduced hitbox. Core collection uses a small spherical distance check around the avatar. Continue increasing the run speed gradually over time, from a 1.0x multiplier up to about 2.6x, so the endless run becomes harder. Score should increase continuously from distance (approximately 0.6 times traveled speed/distance) and also increase by 25 per core. Remove entities that pass behind the player and recycle/move track segments continuously. HUD and menus should be HTML/CSS overlays above the canvas. In the top-left show three rounded translucent dark pills with light text: “Score: 0”, “Cores: 0”, and “Speed: 1.0x” (live-update all values). In the centered start overlay show “SPACE CHIEF RUNNER”, the subtitle “117 vibes — space-lane endless runner”, a control hint explaining desktop A/D or arrows for lanes, Space/Up for jump, Down for slide, and mobile swipe directions, plus a Start button. Hide this overlay during play. On collision, stop the game and show a prominent pink “GAME OVER” message and a Restart button. Include a small bottom-right note such as “Tip: click/tap once to enable audio.” Make the UI responsive and keep the canvas full-screen. Add lightweight synth feedback through Tone.js or an equivalent browser audio layer, initialized after the first click, key press, or touch: a short high tone for jumping, a brighter high tone for collecting a core, and a short noise/low tone for hitting an obstacle. Use a responsive full-window WebGL canvas, anti-aliasing, perspective camera, dark fog, and emissive materials to preserve the neon space-runner appearance.