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Arcade › Bat After Dark
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Andrew Fitton built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Bat After Dark yet. Play it, then tell Andrew Fitton what you would add next.
Bat After Dark was built by Andrew Fitton 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 Bat After Dark 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 playable 3D endless arcade flying game titled “Bat After Dark,” built in a browser with a dark neon low-poly aesthetic. The player controls a small cartoon bat character called Bat Lady, represented by a dark blue-purple spherical body and head, pointed ears, glowing hot-pink eyes, broad simple rectangular wings, and a small glowing pink scarf/ring around the neck. She flies continuously forward through a nighttime sky, with the camera positioned behind and slightly above her, looking forward down the flight path. Use a near-black navy sky/dome with subtle fog and many faint blue-white stars. Below/around the flight path, show sparse perspective city-lane hints: dark navy strips/lines receding toward the horizon. Use emissive-looking cyan/blue and magenta materials to suggest fake neon bloom, but keep geometry simple and low-poly. Core gameplay is an endless survival flight. The bat automatically moves forward at a starting speed of about 9.5 units per second; speed gradually increases with distance, capped around 17.5. The player steers horizontally and vertically in a bounded flight area: left/right position approximately -4.4 to 4.4, altitude approximately 0.6 to 5.2. Desktop controls: A/D or Left/Right Arrow steer horizontally, W/S or Up/Down Arrow pitch upward/downward, Space performs a short forward dash, and R restarts. On touch screens, dragging anywhere on the canvas maps the finger’s screen position to steering (horizontal finger position controls left/right and vertical position controls up/down); double-tap performs the dash. Include visible bottom controls usable on desktop and mobile: a large outlined “Restart” button on the lower left and a large outlined magenta “Dash” button on the lower right. Prevent the buttons from interfering with drag steering. The flight path continuously spawns neon hazards ahead and removes objects behind the player. Most hazards are rows of two tall vertical neon cylinders/poles, leaving a randomized central gap of roughly 1.4–2.2 units; the row spans widely across the flight area and poles are about 6.5 units tall. Other hazards are glowing neon torus rings placed at randomized x and y positions, oriented across the flight path. Alternate obstacle colors between electric blue and hot pink. The player must pass through gaps and avoid poles/rings: a single collision immediately ends the run. Add occasional cyan juice orbs, small glowing spheres, often in the gap between poles or near a ring and sometimes at random positions. Collecting an orb gives points (roughly 25 plus a small bonus based on current sobriety) and reduces tipsiness substantially. Orbs should slowly rotate and bob. Maintain these rules and HUD values: score starts at zero and increases continuously over time at about 5 points per second; distance starts at zero and increases with flight, displayed as an integer; one collision ends the run; a best score is retained for the current session. Add a “Tipsy” meter that starts near 8%, slowly rises during flight, and is shown as a horizontal bar. Near-misses within a small radius cause periodic tipsiness spikes; dashing also slightly increases tipsiness. Collecting juice reduces it. Higher tipsiness causes increasingly strong sinusoidal control wobble and camera shake, making steering less stable. The dash has a cooldown of about 0.9 seconds and gives a short forward velocity boost; communicate its cooldown visually if possible without inventing a separate complex weapon system. The HUD should be clean, white/light-gray text in rounded dark translucent panels with thin blue-purple neon outlines. At the top show “Score” with its value and “Distance” with its value, plus a “Tipsy” label and horizontal meter. Before the first interaction, show a centered start/instruction overlay with the large stacked title “BAT AFTER DARK,” the instructions “Fly steady. Collect juice. Don’t bonk neon.”, “Drag to steer,” “DASH button (or double-tap),” and “RESTART button,” plus “Tap/click to start (enables audio).” The screenshot-like composition should allow the large title/instructions to overlap the upper/middle play view while the Restart and Dash controls remain at the bottom. The first click/tap/key interaction starts the run and enables audio. During play, hide the center start overlay and show a brief toast such as “Stay steady — juice helps.” When the player dies, stop movement/game updates, preserve and display the final score and best score in a game-over message/toast such as “Game over — Score [number] (Best [number]) — press R,” and allow R or the Restart button to clear all spawned objects and begin a fresh run. Restart resets player position, score, distance, tipsiness, speed, dash cooldown, and alive state. Include minimal synthesized audio cues: a bright note for collecting juice, a note for dashing/restarting, a short near-miss cue, and a low thump for collision/game over. Audio should begin only after user interaction. As a small visual Easter egg, rarely place a side billboard outside the main flight corridor, randomly on the left or right, mounted on a thin neon pole. It should be a dark rectangular sign with cyan and magenta borders, speckles/stars, and glowing text reading “BAT AFTER DARK,” “EASTER EGG SPOTTED,” and “Keep flying — keep steady.” Give its emissive intensity a subtle flicker. Keep the overall presentation non-explicit, stylish, playful, and focused on dodging, collecting, and surviving the neon night flight.