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Beat the Streetlight

  • 3d
  • endless runner
  • arcade
  • mobile
  • bike
  • lane dodging
0
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How to play

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

Discussion

Nobody has said anything about Beat the Streetlight yet. Play it, then tell Cinque Garris what you would add next.

Make your own game

Beat the Streetlight was built by Cinque Garris 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 Beat the Streetlight 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 Beat the Streetlight

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 3D endless-style bike dash game titled "Beat the Streetlight". Use a third-person, behind-the-rider perspective with a perspective camera looking down a three-lane road, the player centered near the bottom of the view and the road vanishing into purple dusk fog. Build the scene in a stylized low-poly/primitive 3D look with soft shadows and warm sunset lighting: dark purple sky/background and fog, green grass on both sides, a long charcoal/dark road, two dashed white lane-marker lines, raised gray curbs, and broad muted mauve sidewalks. Place simple suburban buildings along both sides of the road as the rider progresses. The camera should follow the rider's lateral movement and show a little lean when changing lanes.

The playable character is a small kid riding a simple red bicycle. Model the bicycle from primitive geometry with two dark torus wheels and light spokes, a red frame, and a small rider leaning forward over the handlebars. The kid has a red-orange shirt, blue shorts/pants, pale/yellow stylized skin, white shoes, and dark spiky hair. Animate the wheels, arms, and alternating legs to suggest pedaling. The player automatically travels forward; there is no manual acceleration or braking. Start at about 11 m/s and gradually accelerate, capped around 18 m/s.

The goal is to cover 560 meters and reach the streetlight/home before 65 seconds of daylight run out. Put a large streetlight destination at the end of the route: a dark pole with a horizontal arm, black lamp housing, and bulb that gradually lights warm yellow near the finish or when daylight is low. In the final stretch, show a stylized waiting dad/father character near the light: red shirt, brown trousers/overalls, balding head, and a dark belt held in one hand. On success, stop the game and show a centered overlay saying "YOU MADE IT!" with a green title and a message about rolling in before the streetlight and Dad being proud. On failure, stop the game and show "DAD'S WAITIN'" in red with a randomly selected curfew/belt warning message. Include a "RIDE AGAIN" button.

Obstacles spawn ahead in one or two of the three lanes, never all three, at increasing frequency as the rider approaches home. Move the world toward the player to create forward motion, and remove obstacles after they pass. Include these obstacle types, using simple low-poly meshes or equivalent visible silhouettes: orange traffic cones, black potholes on the road, brown dogs that wiggle laterally, pedestrians crossing slowly, a delivery pedestrian carrying a white box, a parked car with an opening door that swings outward, colored cars, a purple-suited wide-brim-hat character carrying a gold cane, and a grumpy old-man character with a straw hat, overalls, and broom. Some obstacle types only appear after the player has made progress. Collision should be based on lane/lateral overlap and proximity in front of the bike. The player can jump over jumpable obstacles; potholes must be jumped and solid cars/doors cannot be cleared by simply ducking. On collision, play a crash effect, briefly shake the camera, knock the rider upward/back, reduce speed, and subtract 5 seconds from the daylight timer. The run ends immediately when daylight reaches zero, unless the player has already reached 560 meters.

Controls: keyboard A/D or Left/Right arrows switch between the three lanes; W, Space, or Up arrow jumps if the bike is on the ground; S or Down arrow ducks, lowering/squashing the rider while held. Provide on-screen mobile controls: two translucent circular buttons at bottom left with left and right triangle icons for lane switching, and a large translucent gold-outlined circular "JUMP" button at bottom right. The jump button triggers jumping; keyboard ducking is supported. Prevent page scrolling while using controls.

Create a HUD over the 3D view. At the top center show the bold, letter-spaced label "DAYLIGHT LEFT", followed by a rounded horizontal daylight bar initially full with a yellow-to-orange gradient that shrinks over time and turns red/orange in the final 15 seconds. Beneath it show a second rounded progress bar, initially empty, filling blue/purple as distance to home is covered. Under the bars display text such as "559 m to home" using the remaining integer distance. When fewer than 10 seconds remain, flash a large exclamation mark near the center of the screen. Use a dark purple overall UI style, white text, rounded borders, orange/yellow buttons and shadows.

Before play, show a full-screen dark radial-gradient title screen with the large yellow/orange-shadowed title "BEAT THE STREETLIGHT", the subtitle: "Curfew's coming. Pedal hard, dodge the block, get home before the streetlight pops on — or Dad's waiting.", a prominent rounded gradient button labeled "RIDE OUT ▶", and a small controls hint: "A / D or ← → switch lane · W / Space / ↑ jump · S / ↓ duck". Starting or restarting resets distance, timer, speed, player lane, jump state, hazards, buildings, and destination state. Add simple synthesized arcade sound effects for jump, landing/whoosh, crash, and successful arrival if supported.

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