Skip to content

Arcade › Token Run

Token Run

  • 3d
  • first-person
  • collection
  • survival
  • arcade
  • horror
  • mobile
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. Topanga Jackson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Token Run yet. Play it, then tell Topanga Jackson what you would add next.

Make your own game

Token Run was built by Topanga Jackson 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 Token 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 Token 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 Three.js first-person collection game titled “Token Run.” The player explores a square 20-by-20 flat arena made from repeated Kenney Mini Arena floor tiles, enclosed by low Kenney Platformer Kit fence segments on all four sides. Use a dark nighttime presentation: very dark blue-black world background and fog beginning around 6 units and extending to about 27 units, dim cool blue hemisphere/moon lighting, soft shadows, and a warm first-person flashlight attached to the camera that illuminates the direction the player is looking. Render the player viewpoint with a 72-degree perspective camera, a tiny glowing white center reticle, and subtle head-bob while walking.

Core goal and rules: start the player at approximately (0, 1.65, 7), with Health 100, and place exactly 12 glowing gold coin/token pickups around the arena at these ground positions: (-7,-7), (-3,-8), (2,-7), (7,-6), (-8,-2), (-4,1), (4,-1), (8,2), (-6,6), (0,7), (6,6), and (1,2), where each pair is X,Z. Make each coin float around y=0.42, rotate continuously, bob gently, use bright yellow-gold emissive material, and add a small warm point-light glow. The HUD must show “Health 100” at top left and “Tokens 0 / 12” at top right; update both values as play proceeds. Walking into a token within roughly 0.82 horizontal units hides it and increments the counter. Winning occurs immediately after all 12 are collected and displays a centered modal saying “You Win!”, “You collected every token!”, the final token and health totals, and a “Play Again” button.

Add eight static spike-block hazards using Kenney Platformer Kit spike-block models at approximately (-5,-5), (-1,-6), (5,-5), (-7,1), (7,2), (-3,3), (3,5), and (0,0). Give them dark gray material and make contact dangerous. Add three animated, floating ghost enemies using the Kenney Graveyard Kit character-ghost model. Tint ghosts pale blue with blue emissive/cold aura lighting, add glowing red eyes and a faint rotating cyan floor ring/wisp. Ghosts should animate with their available idle animation, pulse/flicker in scale and aura, float vertically, face the player, and patrol smoothly: ghost 0 oscillates along X around (-5.5,-1.5), span 5.5, speed 0.78, phase 0.3; ghost 1 oscillates along Z around (4.5,2.5), span 6.5, speed 0.68, phase 1.8; ghost 2 oscillates along X around (0,-4.5), span 7, speed 0.62, phase 3.1. When the player is within 4.8 units, subtly pull/lunge the ghost toward the player. Ghost collision radius is about 1.05 and spike collision radius about 0.72.

Movement: support WASD and arrow keys, moving relative to the camera’s yaw at speed about 5.8. Mouse movement controls first-person look after clicking the canvas and acquiring pointer lock; horizontal sensitivity is about 0.0025 and vertical sensitivity about 0.0025, with pitch clamped just short of looking fully up/down. Space jumps from the ground with upward velocity about 7.2 and gravity about 20. Keep the player grounded at camera/player height 1.65 and clamp horizontal movement against the inside of the low fence boundary (roughly ±9.1). Include subtle horizontal and vertical head bob while grounded and moving. Contact with a ghost or spike removes 18 health, with a 0.85-second damage cooldown; flash the health HUD red briefly when damaged. Lose when health reaches zero and show a centered “Run Lost” modal stating “Health reached zero.” with token/health totals and a “Retry” button. Also lose if the player falls beyond the baseplate safety bounds (beyond roughly ±11.2 or y below -4), with the message “You fell off the baseplate.”

Opening interface: before play, show a large centered dark translucent rounded panel with a subtle border/shadow. It contains the title “Token Run,” explanatory text: “Collect all glowing gold tokens before the patrol UFOs drain your health.” and “Click the button, then use WASD + mouse. Space jumps.”, plus a yellow rounded “Start Run” button. The first line can retain the UFO wording as the on-screen flavor text, but the actual enemies are the visible patrol ghosts described above. Clicking Start Run hides the panel, starts the run, and requests mouse pointer lock. Clicking the canvas during play also requests pointer lock. Include a small bottom-left help pill reading “Click to look • WASD move • Space jump • collect every gold token” on desktop.

Make the interface responsive for touch devices. On coarse pointers, show a translucent circular virtual joystick at bottom left with a smaller white knob for movement, and a yellow circular “JUMP” button at bottom right. Dragging the right side of the canvas controls camera look on touch; joystick movement is camera-relative. Hide the desktop help pill on coarse pointers. Use clean rounded translucent navy HUD pills, white bold text, a yellow/gold action button, and a centered modal over the 3D scene. Allow restarting after either outcome, reset health to 100, tokens to zero, player position to the start, velocity/look angles, and make all token meshes visible again.

More free browser games

Browse the whole Arcade →