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Arcade › Tomato Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mary Lock built it with Cinevva, so it works on a phone or a tablet too.
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Tomato Run was built by Mary Lock 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 Tomato 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.
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 survival escape game titled “Tomato Run,” using an angled third-person follow camera and simple performant Three.js-style geometry. The player is a glossy red tomato with a small brown stem, five green leaves, a bright highlight, wobbling/bobbing motion, rolling rotations, and a soft circular ground shadow. Start in a very large outdoor backyard: a broad layered green grass field with subtle tiled grass texture and irregular darker grass patches, a long central brown dirt path, a line of pale flat stepping stones, wooden fence posts around the perimeter, many low shrubs, scattered pink and yellow flowers, trees made from brown trunks and rounded green crowns, and a large pale house silhouette at the far end with a reddish roof, blue trim, windows, and a central doorway. The sky is pale blue with fog and drifting white cloud clusters. Use warm directional sunlight, soft ambient/bounce lighting, shadows, and a polished stylized/physical-material look matching the screenshot: the tomato and objects are rounded and lightly glossy, while the overall scene is bright, clean, and toy-like rather than fully photorealistic. The game has two sequential phases. In the backyard, place the tomato at approximately (x=0,z=70) and make the glowing yellow doorway goal at (0,-78), roughly 148 units away. The playable yard bounds are x=-56..56 and z=-112..112. Move the tomato toward the doorway; entering a glowing pulsing circular marker with radius about 6 switches to the kitchen, clears active stomps, and resets the player at approximately (0,20). The HUD should show “Area: Backyard” during this phase. The doorway glow pulses and is visually obvious. Spawn an ongoing giant-foot stomp hazard. Each stomp selects a point near and ahead of the player, constrained to the current bounds. Before impact, show a bright red circular warning disk that expands and pulses with a pale/red ring; this warning is the primary readable danger cue (as shown in the screenshot). After about 1 second outdoors, a huge pale flesh-colored capsule-like foot drops visibly from high above onto the warning location, with the outdoor impact occurring around y=3.1. A stomp lasts about 1.58 seconds total, has a hit radius about 3.8, and removes one life if the tomato is inside at impact. The tomato is then reset to the safe starting spot (unless lives reach zero). Begin outdoor stomps about every 2.2 seconds and gradually reduce the interval, never below about 1.25 seconds. When the doorway is reached, transition to an enclosed expanded kitchen, approximately 84 by 86 units, with a pale blue-gray background/fog and warm interior lights. Build a tiled ceramic floor with alternating light/darker square tiles, pale walls, textured stone-like counters along the back and side areas, and blocky kitchen fixtures. Put a large shiny blue ceramic sink basin near (0,-22), with an outer basin, lighter inner basin, animated translucent water surface, and a metallic faucet with a vertical support and curved neck. Mark the sink with a pulsing yellow glow. The kitchen bounds are x=-34..34 and z=-36..36. The goal is to cross the kitchen and climb into/dive into the sink: while the tomato is over the sink deck (approximately abs(x)<11 and z<-13), smoothly raise it from floor height to about y=4.95; entering the glowing sink circle (radius about 5.2) while raised above y=4.5 wins the game. In the kitchen, spawn stomps faster: warnings last about 0.78 seconds, total stomp duration is about 1.22 seconds, impact foot height is around y=4.7, hit radius about 4.2, and the interval begins around 1.52 seconds and can accelerate to about 0.78 seconds. Give the player 3 lives. A stomp costs one life; at zero lives, stop gameplay and display a squished/game-over message. With remaining lives, reset to the phase’s safe location and continue. Score increases continuously at 25 points per second while playing; reaching the kitchen gives a phase transition, and reaching the sink awards 750 points. The win state stops gameplay and displays a success message. The top-left HUD must be large white/cream text with a strong shadow and contain the title “Tomato Run,” a status line formatted like “Lives: 3 · Score: 77 · Area: Backyard,” and an instructional message. In the yard say to watch the red rings and sprint for the glowing doorway; in the kitchen say to cross quickly and climb into the glowing sink basin. Show a Restart button in the upper-right; restart resets phase, score, lives, hazards, and player position. On desktop show “Move: WASD / Arrows · Dash: Shift · Restart: R.” Support WASD and arrow movement, with normalized 2D movement, clamped to phase bounds. Shift triggers a short roughly 0.2-second dash at 2.3x speed with about a 1.02-second cooldown. Support R to restart after win or game over. Make it mobile-friendly: detect coarse pointers/small screens, keep the HUD visible, and show a translucent circular virtual joystick at bottom-left and a large orange/red circular “DASH” button at bottom-right. Dragging the joystick controls movement and tapping DASH triggers the same dash; the Restart button remains usable. Hide the mobile controls on desktop. Use responsive typography, high-DPI rendering, stable resize handling, shadows, fog, pulsing goals, animated water, drifting clouds, and simple synthesized sound effects for dash, impacts, phase transition, and victory if audio is available. The game should feel like a readable arcade escape: continuously move toward the glowing goal, avoid the expanding red stomp rings, dash through danger, first escape the backyard into the house, then reach the kitchen sink before the giant foot squishes the tomato.