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Arcade › Temple Glitch
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mathew Bernard built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Temple Glitch yet. Play it, then tell Mathew Bernard what you would add next.
Temple Glitch was built by Mathew Bernard 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 Temple Glitch 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 browser-based 3D endless runner titled “Temple Glitch,” inspired by Temple Run but presented as a stylized low-poly jungle-temple game. Use Three.js with a third-person camera behind and slightly above the runner, looking forward down a long temple road. The scene should have a dark green jungle atmosphere, green-to-dark sky gradient, fog, warm directional sunlight, soft shadows, and a broad brown/tan three-lane track with two thin pale lane dividers and raised dark stone walls along both sides. Place low-poly temple arches and ruins in the distance, plus Quaternius-style low-poly trees and stones along the roadside. The track should scroll toward the camera continuously to create forward motion while the runner stays near the front of the scene. The player is a simple stylized humanoid made from primitives: a golden-yellow capsule body, dark brown spherical head, red headband ring, brown rectangular arms and legs. Animate the arms and legs as the character runs, smoothly move the character between three lanes at x positions roughly -4, 0, and 4, and slightly tilt the body while changing lanes. The runner automatically moves forward; there is no manual forward control. The player can jump with vertical physics and can temporarily crouch/slide, visibly shrinking the body height. Core controls: on desktop, A/D or Left/Right move one lane left/right, W/Up/Space jumps, S/Down slides, R restarts, and P pauses. On mobile, show four translucent gold-outlined buttons along the bottom: LEFT and RIGHT at bottom-left, SLIDE and JUMP at bottom-right. Prevent repeated keydown events from repeating actions. Start with a centered dark translucent instructional overlay containing the title, description, controls, a four-item colored power-up legend, and Start Run and Restart buttons. Hide the overlay during a run; show a Run Over overlay after a collision with final score and gem count. Generate obstacles in recurring randomized lane patterns far ahead on the road. Include: (1) solid blocks, large brown cubes that require switching lanes or jumping over; (2) low bars, red-brown horizontal bars supported by small posts at low height, which require sliding underneath; and (3) high bars/gap bars, red-brown horizontal bars supported by posts high above the track, which require jumping over/through the opening. A collision ends the run immediately; there are no lives. Collision checks should account for the player’s lane and forward distance, and require the correct state: slide under low bars, jump high enough over high bars, and jump over solid blocks. Add collectible floating gems as bright green rotating octahedrons. Collecting one increments Gems and adds 12 score. Add occasional rotating colored mod-chip pickups, each worth 18 score and activating one temporary modifier: purple Low Gravity (reduced downward gravity and a slightly stronger jump for about 7 seconds), cyan Gem Magnet (pull nearby gems toward the player for about 8 seconds), yellow Speed Burst (temporarily increases running speed by about 0.65x), or red Mirror Mode (reverses left/right lane shifting for about 7 seconds). Spawn modifier chips only after the score has reached roughly 85, with later chips spaced by roughly 85–125 score. Only one modifier is active at a time; picking one up resets the other modifier timers. Show a brief centered message such as “Low Gravity,” “Gem Magnet,” “Speed Burst,” or “Mirror Mode” when activated. Use this HUD at the top over the 3D view: a dark translucent rounded panel at upper left reading “Score 0 · Gems 0 · Speed 1.0x” and a matching panel at upper right reading “Modifier: None.” Continuously update score based on forward distance/time (about 1.85 points per unit traveled), display integer score, gem count, and speed multiplier. Base speed should start around 18 world units per second and gradually increase with score, capped at an additional 0.85x; Speed Burst adds another 0.65x. Show active modifier names and remaining seconds in the modifier panel. Scrolling track pieces, obstacles, gems, and roadside scenery should be removed after passing the camera and new track/scenery should be generated ahead to make the run endless. Include subtle pickup tones and a jump sound if browser audio is available, but gameplay must work without audio. Match the supplied visual language: dark forest-green background, cream/off-white uppercase HUD text, golden yellow accents, rounded translucent black-green panels with thin gold borders, warm low-poly temple geometry, foggy depth, and simple chunky geometric obstacles. The game should begin in the menu state with score and gems at zero, and reset all objects, timers, lane position, modifiers, and player physics when Start Run or Restart is pressed. Expose optional debug state helpers window.getGameState(), window.setGameState(patch), and window.__game for inspection if convenient, but do not add visible debug overlays.