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Asset Dash

  • 3d
  • endless-runner
  • arcade
  • third-person
  • collectathon
0
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1 play

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Md.Tazul Islam built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Asset Dash yet. Play it, then tell Md.Tazul Islam what you would add next.

Make your own game

Asset Dash was built by Md.Tazul Islam 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 Asset Dash 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 Asset Dash

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 third-person endless runner titled "Asset Dash". Use Three.js with a dark navy background and subtle fog. The camera should be a perspective chase camera positioned behind and above the player, looking down a long straight track; keep the player near the front of the view while the world moves toward them. Build a wide dark blue rectangular runner track extending far into the distance, with raised dark-blue side rails on the left and right and intermittent thin blue center/lane markings. Use hemisphere lighting plus a strong directional light and enable shadows, with a polished slightly glowing arcade look.

The player is a supplied 3D model loaded from the provided asset archive; load a GLB/GLTF model from the archive, preferably one whose filename suggests player/hero/character/robot/ship/car, scale it to roughly 2.7 world units in its largest dimension, place it on the track, and cast/receive shadows. If the model cannot load, use a simple glowing orange sphere fallback. The player starts centered in the track around x=0 and remains at a fixed forward z position while the player can move horizontally. Constrain horizontal movement to approximately x=-7.3 through +7.3. The movement scheme is lane-based/runner-style: A/D or left/right arrow keys switch or steer between three broad lanes centered around x=-6, 0, and +6; Space makes the player jump, with gravity bringing them back down. Use responsive third-person controls and also support the equivalent touch/creator-engine controls if available.

Populate the course with repeating obstacles and collectibles. Place orange emissive rectangular block hazards, about 2.1 wide by 1.8 high by 1.8 deep, in the three lanes at staggered distances down the track. They should slowly rotate around their vertical axis. Move hazards toward the player as the run progresses; when one passes the player, recycle it far ahead at a randomized distance and randomly choose one of the three lane x positions. A hazard causes an immediate run ending when it is close in depth (about 1.5 units), horizontally overlapping (about 1.8 units), and the player is not high enough to jump over it (player y below about 2.0).

Add glowing cyan crystal pickups ahead of the player, each made from a small faceted octahedron surrounded by a thin bright torus ring. Arrange them in the lanes at staggered intervals, rotate the crystal and ring for visual motion, and move/recycle them toward the player just like hazards. Collect a crystal when it is within roughly 1.5 units in depth and 1.8 units horizontally; hide it and add 10 points. Recycled crystals should become visible again and be assigned a random lane. Include about 12 initial hazards and 12 initial crystals, with hazards beginning around z=-25 and repeating every 18 units, and crystals beginning around z=-18 and repeating every 22 units.

The run starts automatically and advances continuously. Start speed at 10, increase it gradually with distance up to a maximum of 22 (approximately speed = min(22, 10 + distance*0.018)), and use the speed to move hazards and crystals toward the player. Track distance traveled and score. There are no player lives or weapons. On collision, stop gameplay and show a centered dark translucent rounded results card reading "Run over", with a subline showing the traveled distance in meters and score, plus a bright cyan "Play again" button. Restart resets score, distance, speed, player position, all hazards and crystals, and hides the result card.

Add a fixed overlay HUD above the 3D scene. At the top-left, show rounded translucent dark pills with a bold "ASSET DASH" title, "Score: 0" (updating by tens), and "Speed: 10x" (updating as the run accelerates). At the bottom center, show a rounded translucent instruction strip reading: "A/D or arrows to switch lanes · Space jumps · dodge hazards and grab crystals". Use white system UI text, thin semi-transparent light borders, blur/translucency, cyan accent coloring for the restart button and collectible glow. Keep the scene playable on desktop and responsive on small screens; prevent page scrolling and allow the canvas to fill the viewport. Do not add unshown mechanics such as timers, enemies with AI, attacks, powerups, or a crystal-completion win condition.

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