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Arcade › Touch Runner
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mickey Mouse built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Touch Runner yet. Play it, then tell Mickey Mouse what you would add next.
Touch Runner was built by Mickey Mouse 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 Touch Runner 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 mobile-friendly Three.js/WebGL game titled "Touch Runner". It is a simple top-down 3D collection game in a small circular arena. Use a perspective camera positioned above and slightly behind the player (roughly at y=15.5 and z=12.5), smoothly following the player and looking at the ground near the player. The world has a dark navy background with matching distance fog, a flat dark forest-green circular play field about 19 units in radius, soft sky/hemisphere lighting plus a strong warm-white directional sun, and soft real-time shadows. Place a ring of about 28 irregular low-poly dark green dodecahedron rocks around the outside edge of the field, at approximately radius 18, giving the arena a stylized low-poly boundary. The player starts at the center and is a small stylized humanoid/mech robot viewed from behind/above. The visible reference character has a dark gray/black rounded head or hood, a pale gray face/body, narrow segmented gray arms and legs, orange/gold hands or feet, and a compact mechanical silhouette. Prefer a low-poly animated mech model, with a procedural fallback of a cyan-gray capsule-like robot and a small forward-facing gold cone if the model cannot load. The player moves continuously only when input is held, at approximately 7.2 world units per second, and is clamped inside a radius of 16.2. Face the robot in the movement direction. When moving, play a run animation; when stationary, play idle. Include simple low-frame-rate procedural limb motion while moving (alternating arms and legs) if using a procedural character, but do not add combat, jumping, health, enemies, or other mechanics. Place exactly eight bright yellow glowing energy orbs in a circle around the player at radius 8.5, evenly spaced with a small angular offset. Make them faceted/low-poly (icosahedron-like), emissive, casting shadows, rotating slowly and bobbing vertically. The player collects an orb when within about 1.1 units: hide it, add 100 to the score, and increase the collected count. The objective is to collect all eight. When all are collected, change the bottom instruction to a completion message such as "You collected every orb. Keep moving or ask me to add the next challenge." There are no other win screens or failure conditions. Support both touch and keyboard controls. On mobile, show a large translucent circular virtual joystick in the lower-left; dragging within it moves the player, with a smaller glowing cyan knob that clamps to the joystick radius and returns to center on release. Map joystick horizontal movement to world X and vertical movement to world Z, with pushing upward moving forward (negative Z). Also support WASD and arrow keys, combining keyboard and joystick input and normalizing diagonal movement. Overlay a clean white HUD above the 3D canvas. In the upper-left show two dark translucent rounded pill panels with thin light borders: "Score: 0" and "Orbs: 0/8" (update live; each orb is worth 100). At the bottom center show the instruction "Drag the left joystick or use WASD / arrow keys. Collect all energy orbs." in white, centered, with a subtle shadow. Make the layout responsive, hide overflow, disable page scrolling/selection during touch play, and make the joystick partly transparent on desktop. Use a restrained dark sci-fi/low-poly visual style, with the yellow orb glow and cyan joystick knob as the main bright accents.