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Arcade › Star Run
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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.
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-and-dodge game titled “Mia: Star Run.” Use Three.js-style real-time 3D rendering and load the supplied humanoid asset `assets/Rig_model_mia.glb` as the player character Mia. Place Mia in a dark, moonlit enclosed garden at the rear/start end of a long straight blue-gray path. The camera should follow behind and slightly above her in a third-person perspective, with a perspective field of view around 58 degrees and a follow distance of about 6.6 units. The player begins at approximately the far end of the garden, facing along the path, and can move freely in the enclosed area. Core objective and rules: on pressing Start running, begin a 45-second run. Collect all 8 floating golden star collectibles before time expires. The HUD must show “Stars 0 / 8” initially and update the numerator as stars are collected, plus a countdown “Time 45” that reaches zero. A star is collected when Mia comes within roughly 1.15 world units; it disappears and cannot be collected again. When all eight are collected, end the game with a centered panel saying “You made it!”, the message “Every star is safe in the garden again.” and a “Run again” button. If the timer expires first, end with “Night caught you” and a message stating how many stars were found before sunrise. Also end if Mia loses all 3 health points to enemies, using the same failure heading and a message about weaving between shadows. Resetting must restore the timer to 45, score to zero, health to 3, Mia to the starting position, all stars, and the four enemies. Arrange exactly eight glowing, rotating gold/yellow octahedral stars hovering about 1 unit above the ground in a zigzag down the path, at approximate positions along the path: (-2.0,-9.5), (2.0,-6.7), (-1.6,-3.6), (1.8,-0.4), (-2.0,3.2), (2.1,5.6), (-1.2,8.6), and (2.2,11.2). They should bob gently up and down and rotate, with a warm yellow emissive glow, visibly readable against the blue night scene. Add exactly four purple shadow enemies/wisps distributed down the path, alternating left and right around x = -1.8 or 1.8, at z positions -5, 0.4, 5.8, and 11.2. Each should be a dark purple rounded/spherical body, vertically stretched, with a small bright pale/lavender glowing eye on its forward side. They should float subtly, and drift sideways slightly over time. If an enemy comes within about 1.2 units of Mia, subtract one health, briefly flash a translucent red damage overlay, and give that enemy a roughly 2.2-second hit cooldown so contact does not drain health every frame. The hazards should be dodgeable by moving or jumping; there is no combat or attack mechanic. Build the garden as a simple stylized low-poly environment. Use a large dark blue rectangular ground slab about 34 by 34 units, with low enclosing boundary walls on all four sides so the playable garden feels contained. Add a straight raised/slightly contrasting moon path about 5.5 units wide and 27 units long through the center. Scatter exactly 14 simple low-poly trees beside the route, with brown tapered/cylindrical trunks and dark blue-green faceted spherical crowns, positioned in alternating sides down the garden. Use a very dark navy background and fog extending through the garden. Light the scene with cool blue ambient/hemi light and a strong cool moonlike directional light from above/left; enable soft shadows. Keep the palette predominantly navy, deep blue, muted blue-gray, purple, and warm star-gold. Mia should use the provided rigged model at a visibly human scale, scaled around 1.45, rotated to face into the route, and cast/receive shadows. If the model contains animations, play an available idle/default animation continuously. Support keyboard movement with WASD and arrow keys, Shift for running, and Space for jumping. Support mobile play with touch movement controls and dragging on the screen to look; include a translucent circular mobile control element in the lower-right area if the platform’s third-person controller provides one. Use collision boundaries for the ground and garden walls. Create a minimal responsive overlay HUD that does not block the 3D view: at the top, place two rounded dark translucent panels with subtle light borders. The left panel should read “MIA: STAR RUN” in uppercase warm yellow and “Collect the stars. Dodge the shadows.” below it in pale blue-gray. The right panel should display the Stars counter and Time counter in large white numerals. Before play, show a centered dark translucent rounded start panel with the title “Star Run,” explanatory text “Guide Mia through the moonlit garden and collect every star before time runs out.” and a gold pill-shaped “Start running” button. At the bottom, show the control hint “WASD / arrow keys to move · Shift to run · Space to jump · drag on mobile to look.” Use responsive sizing, safe-area margins, and a dark navy page background. Avoid adding weapons, extra collectibles, extra levels, score multipliers, or other mechanics not described here.