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Star Run

  • 3d
  • third-person
  • collection
  • arcade
  • time-attack
  • low-poly
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. Robin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Star Run yet. Play it, then tell Robin what you would add next.

Make your own game

Star Run was built by Robin 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 Star 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 Star 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 browser-based 3D third-person collection game titled "Mia: Star Run". Use Three.js or an equivalent WebGL 3D engine and load the supplied character asset `assets/Rig_model_mia.glb` as the player avatar, named Mia. The game takes place in a dark moon garden: a broad flat, dark blue-green circular ground platform (cylinder roughly 36 units wide) surrounded by a glowing mint/aqua torus boundary. Place scattered small low-poly blue/teal moon stones around the perimeter as decoration. Use a very dark navy background with subtle fog, cool blue-white hemisphere/directional lighting, soft shadows, and a teal point-light glow near the arena center. Keep the visual style clean, stylized, low-poly, and atmospheric rather than realistic.

Use an elevated over-the-shoulder/third-person camera following Mia from behind at about 6.5 units away, with a perspective view. Mia starts at the center-front of the arena, approximately at world position (0, 0, 6), and can move freely across the circular garden. Provide keyboard movement with WASD and arrow keys, Shift to run, and Space to jump; support touch controls on mobile. Movement should feel like a third-person controller with approximately 5.2 movement speed, jump speed 8, and gravity -22. Play the model's idle animation while stationary and switch to the available walking/movement animation while moving (use the asset's available clips, falling back sensibly if a named clip is unavailable).

Scatter 12 glowing golden-yellow star sparks as rotating low-poly octahedron gems around the garden at these X/Z coordinates: (-7,-5), (-3,-9), (2,-7), (7,-5), (10,0), (6,5), (1,8), (-5,8), (-10,2), (-3,2), (4,1), and (0,-1). They float at about y=0.75, bob slightly up and down, rotate continuously, and emit a warm orange-gold glow. When Mia comes within approximately 1.25 units of a spark, collect it: hide/remove it, increment the collected count, and leave the other sparks visible. The objective is to collect any 10 sparks, not necessarily all 12, before the timer expires. There are no enemies, attacks, health, ammunition, or other hazards.

Build a fixed dark translucent HUD over the canvas. At the upper left show a rounded panel with the uppercase label "MIA: STAR RUN" and the instruction "Collect the star sparks". At the upper right show "Stars 0/10" and "Time 60", updating the star count and whole-second countdown during play. At the bottom center show a pill-shaped hint reading exactly: "WASD / arrows to move · Shift to run · Space to jump · touch controls on mobile". Use dark navy translucent panels with a subtle blue border, blur/shadow, white text, pale blue secondary text, and mint/aqua accents.

On initial load, show a centered rounded instruction modal over the scene with the large title "Star Run", the text "Guide Mia through the moon garden. Collect 10 star sparks before the clock runs out.", and a mint-green pill button labeled "Start run". The run is paused/not active until this button is pressed. Starting or restarting resets Mia to (0,0,6), restores all 12 sparks, sets the counter to 0/10, and sets the timer to 60 seconds. During the run, continuously decrement the timer. If 10 sparks are collected first, stop the game and show a centered modal titled "Garden restored!" with the message "Mia gathered every star spark." and a button labeled "Play again". If the timer reaches zero first, stop the game and show a modal titled "Time is up" with the message "The moon garden needs another run." and a button labeled "Try again". The restart button should reset the full run. Render responsively full-screen and preserve the dark atmospheric scene behind the HUD and modal.

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