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Surge Run

  • 3d
  • arcade
  • survival
  • endless
  • wave-dodging
0
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12 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. dsfdfdhjdfjdfh built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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

Make your own game

Surge Run was built by dsfdfdhjdfjdfh 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 Surge 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 Surge 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 survival game titled “Surge Run.” The scene is a bright stylized flooded shoreline/test lane viewed from behind and slightly above the player, with a smooth camera following the avatar. Use a long sandy rectangular lane about 14 units wide, blue water slabs on both sides, dark blue retaining walls along the lane edges, a pale glowing strip far ahead, light-blue sky/fog, soft shadows, and a clean arcade visual style.

The player is a small stylized humanoid centered in the lane: an orange/coral capsule-shaped body with a dark spherical head. Start the player around the front portion of the lane, facing toward the distant end. Allow movement with WASD and Arrow Keys: horizontal movement dodges across the lane, while forward/back movement changes position along it. Clamp movement inside the lane and use smooth acceleration. The camera should track the player from behind, looking toward the incoming hazards. The player can rotate slightly while moving sideways. A translucent cyan spherical shield appears around the player when active, pulsing subtly.

The core loop is to survive an endless sequence of incoming wave walls. Spawn waves in the distance and move them down the lane toward the player. A standard wave is a broad translucent bright-blue rectangular wall spanning almost the full lane width, roughly 4 units high and 2.4 units deep, with several pale glowing foam spheres along its top edge. Standard waves progressively move faster as the wave count rises. Waves arrive on a timer that becomes shorter over time. The player must dodge/attempt to outrun them or activate the shield at the right time. Collision occurs when a wave is close in depth and spans the player’s horizontal position. An unshielded collision costs one of three lives, grants brief invulnerability, pushes the player backward, and displays a warning message. A shielded collision is safely absorbed, awards score, and creates a gold token pickup near the player.

Alongside most waves, spawn floating pale cyan/white foam-debris hazards at varied horizontal positions farther down the lane. They move toward the player, rotate, and have irregular box-like shapes. Touching debris without the shield costs a life; touching it with the shield awards score. Remove hazards after they pass the player. The player may also collect floating gold torus-shaped Wave Token pickups, which bob vertically and spin; collecting one increases the token bank and score.

Each successfully cleared wave increases the wave counter, awards tokens and score, and creates an additional token pickup. Standard waves award 2 tokens. Include a special “Beast” wave that is larger/taller, purple, faster than standard waves, and awards 4 tokens. The player can spend tokens through a visible Wave Machine panel: button/key 1 buys a speed upgrade for 3 tokens, increasing movement speed and the displayed multiplier; button/key 2 queues a Beast Wave for 4 tokens, causing the next wave to be Beast; button/key 3 spends 2 tokens to clear all queued special waves. Show feedback messages for purchases, insufficient tokens, shield use, impacts, and incoming waves. There is no victory state: the goal is to survive as long as possible and maximize score.

The shield is activated with Space, lasts about 1.45 seconds, and has a 10-second cooldown. It cannot be activated while already active, cooling down, or before the run starts. Score rises continuously during play, with additional points for clearing waves, shielded impacts, debris, and pickups. Start with score 0, wave 1, 3 lives, 0 tokens, base speed multiplier 1.00x, shield Ready, and queue Standard. Start the actual run from a centered dark translucent overlay card with the title, the description “Dodge wave walls, time your shield, and spend tokens to control the next surge,” controls, and a blue Start Run button. Space may also start the run.

Build a readable HUD over the 3D scene. Across the top, use dark translucent rounded panels for WAVE, LIVES, TOKENS, SPEED, and SCORE. Along the bottom show SHIELD with Ready/active/cooldown seconds, QUEUED with Standard or queued special types, and TIP with the current message. On the right side show a dark translucent rounded “Wave Machine” panel with buttons labeled “1 — Speed Upgrade (3 tokens),” “2 — Queue Beast Wave (4 tokens),” and “3 — Clear Waves (2 tokens),” plus “Space for shield — 10s cooldown.” Use cyan/blue gradients, white text, subtle borders, blur, and shadows. When lives reach zero, stop the run and show a centered “Run Over” overlay with waves cleared, score, and tokens banked, plus a Restart button; R should restart. Include simple arcade sound feedback for shield activation, impacts, purchases, and pickups if audio is available.

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