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Tide Run

  • 3d
  • endless-runner
  • arcade
  • survival
  • low-poly
  • coastal
  • animal-rescue
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. dsfdfdhjdfjdfh built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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

Make your own game

Tide 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 Tide 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 Tide 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 full-screen 3D endless survival runner called “Tide Run,” using a colorful low-poly coastal jungle style and a scripted third-person chase camera. The player is a simple block-built capybara sprinting forward automatically on a straight beach/coastal path. Show the capybara from behind and slightly to the side, with a brown rectangular body, tan belly and muzzle, blocky head, small ears, and four legs. The path is divided into exactly three lanes at x positions left, center, and right; the player smoothly shifts between lanes rather than freely steering. Use A/D or Left/Right arrows to move one lane, Space to jump, P to pause, and R to restart after game over. Any movement key starts the run from the title screen.

Build a repeating sandy track made of long rectangular segments, with green grass strips along both sides and a strip of blue water off the left side. Surround it with simple low-poly palm trees: faceted brown trunks and boxy green fronds. Use a bright blue warm-sunset sky with exponential atmospheric fog and a glowing pale yellow sun in the distance. Add soft ambient lighting and moving-camera shadows. The camera should follow behind the player, positioned around (player horizontal offset plus 7, player height plus 5.4, 14.5), looking toward the player and the track ahead; keep the player near the lower middle of the view.

The main threat is a huge translucent blue tsunami wall chasing from behind on the left/rear side of the track. Model it as a tall, broad rectangular blue water wall with several horizontal white foam bars across it. Animate a subtle vertical scale and rotation wobble, and continuously move it closer as the run proceeds. The wave starts about 30 distance units behind, gradually gains on the player, and ends the run when it reaches roughly 5.5 units away. Rescue animals are small, simple colorful block creatures (box body and box head), spawned periodically in random lanes; make them bob up and down and rotate slowly. When the player touches one, remove it, increment Rescued, add 80 score, and push the wave back slightly.

Spawn obstacles periodically ahead in random lanes, with sometimes two at once. Obstacles are either horizontal low-poly brown logs (cylinders rotated sideways) or gray faceted rocks. They move toward the player as the world scrolls. The capybara can jump over them; collision occurs when the obstacle is within about 1.35 depth units and 1.1 horizontal units and the player’s feet are below the obstacle’s configured height. A collision ends the run. Recycle the track segments and scenery to create endless forward motion. Increase running speed from 10 toward a maximum of 22 based on distance; score increases continuously from distance at roughly twice the speed, with a small rescued-count bonus. Display speed to one decimal place.

Overlay a clear HTML HUD on top of the canvas. At top left, show three dark translucent rounded panels labeled SCORE, RESCUED, and SPEED, with large white numeric values; initial values are 0, 0, and 10.0. Center a dark translucent rounded message panel at startup reading: “Tide Run”, “Escape the tsunami. Rescue the animals.”, “A/D move lanes · Space jump · P pause”, and “Press any key to start.” On game over, show “Wave got you”, the final Score and Rescued values, and “Press R to run again.” On pause, show “Paused” and “Press P to keep running.” Keep the interface responsive and use a clean Arial-like sans-serif font.

Add lightweight synthesized audio if available: a triangle-toned jump sound, a pleasant sine rescue sound, a triangle hit/game-over sound, and a quiet repeating low synth bass pattern during active play. Include responsive resizing, full-screen rendering, and standard restart/reset behavior. The game should expose getGameState/setGameState-style debug APIs if supported by the platform, but do not add debug overlays.

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