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Sunkeep Run

  • 3d
  • endless-runner
  • arcade
  • low-poly
  • sky
  • platformer
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. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Sunkeep Run yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Sunkeep Run was built by Oleg Sidorkin 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 Sunkeep 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 Sunkeep 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-playable 3D endless runner called “Sunkeep Run.” Use a cheerful low-poly style and a third-person perspective behind and slightly above a small white capsule-shaped runner, looking forward down a path of floating stone platforms in a bright sky. The player automatically runs forward; the camera follows smoothly from behind, with the runner near the lower center and the path receding toward the horizon. Build the world from procedurally generated rectangular gray-green stone platforms, each with a thick block top and a faceted cone-like rocky underside, separated by gaps over an empty sky. Generate platforms ahead continuously and remove those far behind so the run is effectively endless. Platform lengths should vary roughly from 10–18 world units, widths about 7–8.6 units, and gaps should be small initially then vary roughly 2–5 units. Place decorative low-poly nature props near platform edges: stylized trees, rocks, and small clusters of translucent/emissive cyan-blue crystals. Include soft, flattened white low-poly cloud puffs in the distant sky.

The runner is a simple rounded white capsule character with a small golden/yellow scarf-like rectangular accent near its upper body and a tiny yellow face dot. It auto-runs at about 8.2 units/second, gradually accelerates up to about 16.5. Allow steering left/right using A/D or the left/right arrow keys; horizontal movement should be smooth and constrained by the platform geometry in practice, so moving off the sides causes a fall. Allow jumping with Space. Jump only while grounded, using a strong upward impulse and gravity; the player must jump across platform gaps and can also jump to collect airborne pickups. Add equivalent mobile touch controls: translucent left and right arrow buttons and a rounded “JUMP” button at the bottom of the screen, using press/release pointer interactions.

Scatter 2–5 glowing yellow light mote pickups on every generated platform, positioned in one of three lanes (approximately x = -2.25, 0, or 2.25) and hovering about 1.25 units above the platform surface. Model each as a bright yellow faceted icosahedron with a larger soft translucent pale-yellow halo; animate them by rotating and gently bobbing. When the runner comes within roughly 1.1 units, collect the mote, hide it, increment the mote count, and refill daylight by 14 points up to 100. Play short jump and pickup sounds if audio is available, but do not depend on audio for gameplay.

The central survival rule is a “Daylight” meter that begins at 100 and drains continuously, at approximately 3.8 per second plus a small distance-based increase. The run ends if daylight reaches zero (“The sun set”) or if the player falls below the platforms. Distance traveled in meters is the score, shown as a whole number followed by “m”; also show collected light motes in the game-over summary. During play, put a fixed HUD over the 3D view: across the top, a long rounded daylight progress bar with a white outline and a “DAYLIGHT” label, plus a rounded dark translucent distance box at top right such as “9 m.” At the bottom show the instruction text “A/D or ←/→ to steer · Space to jump · collect light motes.” On coarse/touch devices show the left/right controls and JUMP button as well. On game over, show a dark translucent full-screen overlay with a centered rounded panel, the title “The sun set,” a result such as “You ran 0 m and saved 0 light motes,” and a gold rounded “Run again” button that resets the generated path and all counters.

Make the environment lighting and sky visibly respond to daylight remaining: at full daylight use a pale blue sky, bright white sunlight, and light blue ambient illumination; as the meter drains, smoothly shift toward orange sunset, then dark navy night, with dimmer blue lighting, darker fog, and a daylight bar that transitions from yellow/white to orange and finally purple/blue. Use fog to soften the far horizon. Keep the rendering lightweight: no dynamic shadows are required, and glowing motes should use emissive/basic materials and halos rather than many point lights. Expose game state for testing through window.getGameState(), including running/game-over reason, player position/velocity/grounded state, daylight, distance/score, mote count, speed, and remaining platform/mote counts; optionally support window.setGameState(patch) for player, daylight, speed, distance, running, and restart changes.

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