Skip to content

Arcade › Starfall Sprint

Starfall Sprint

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

Discussion

Nobody has said anything about Starfall Sprint yet. Play it, then tell the freak what you would add next.

Make your own game

Starfall Sprint was built by the freak 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 Starfall Sprint 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 Starfall Sprint

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 third-person 3D collection game titled “Starfall Sprint.” Use Three.js or an equivalent real-time 3D engine with a dark navy night-sky background and light atmospheric fog. Build a circular moonlit arena: a broad low cylindrical platform with a dark blue inner circular floor, surrounded around its outer edge by 12 short blue-teal faceted/cylindrical pillars. Use cool moon lighting, soft shadows, a bright cyan-blue local glow near the center, and a clean stylized low-poly presentation.

The player character is Mia, loaded from the provided rigged character asset `assets/Rig_model_mia.glb` when available. Place her initially near the front edge of the arena at approximately (0, 0.05, 8), scale the model about 1.15, enable cast/receive shadows, and play an idle or walk animation from the model’s animation clips. Follow her with a third-person perspective camera, initially around (0, 5, 9), using a roughly 55-degree perspective view and a camera distance of about 7.2. Keep the player constrained to the circular arena floor and support gravity, slopes, and jumping.

The core objective is to collect all 8 glowing falling stars before the 30-second arena timer expires. Place the eight pickups at these fixed floor positions (x,z): (-7,-5), (-3,-8), (3,-7), (7,-3), (7,3), (3,7), (-4,7), and (-8,2). Each star should be a small glowing warm yellow/orange octahedron, hovering around y=1.15, with a thin cyan torus ring lying horizontally around it. Animate every uncollected star by continuously rotating it and gently bobbing vertically (about 0.16 units); the existing visual should read as a floating/falling star pickup, not as an enemy. When Mia comes within about 1.35 horizontal distance of a star, collect it automatically: hide that star, increment the score, and update the HUD. There are no enemies, attacks, weapons, health, or other obstacles in the mechanics.

The game begins with a centered translucent dark glass-style instruction panel over the arena. Show the large heading “Starfall Sprint,” the text “Guide Mia through the moonlit arena and collect every star. Move with WASD or the on-screen stick. Space jumps.” and a rounded cyan “Start run” button. Until the button is pressed, the run is not active. On starting or restarting, reset Mia to (0, 0.05, 8), restore all eight stars, reset score and elapsed time, hide the center panel, and change the top-right status to the active countdown/status.

Provide movement through WASD and arrow keys, with an on-screen virtual stick/touch control where supported, using a base movement speed around 5.2. Support Shift as a run modifier and Space to jump, with jump speed around 8.5 and gravity around -24. The controls should be third-person character controls and should update the camera target to Mia. During the active run, show status text like “N seconds left” and either “Keep moving” while moving or “Find the next star” while stationary. Count down from 30 seconds using real elapsed time.

Create a fixed HUD layered over the canvas. At the top left, show a translucent rounded dark panel with the small uppercase cyan label “STARFALL SPRINT” and a large white score counter beginning at “0 / 8.” At the top right, show a matching panel with the initial instruction “Collect the falling stars<br>before the arena resets.” and replace it with the live countdown during play. At the bottom center show the hint “WASD / arrows to move · Shift to run · Space to jump.” Use a responsive layout that works on narrow screens, with subtle borders, blur/glass effect, and high-contrast readable typography.

If Mia collects all eight stars before time runs out, stop the run and show the centered panel with heading “Arena cleared!”, paragraph “Mia caught every star. Run it again and beat your route.”, a rounded button labeled “Run again,” and top-right status “All stars collected.” If 30 seconds elapse before all stars are collected, stop the run and show “Time up,” paragraph “The stars faded. Try a faster line through the arena.”, button “Run again,” and status “The arena reset.” Render with antialiasing, pixel ratio capped around 2, soft shadow mapping, ACES-style tone mapping, and a cool moonlit color palette consistent with the provided screenshot.

More free browser games

Browse the whole Arcade →