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Arcade › Block Dash

Block Dash

  • 3d
  • endless-runner
  • arcade
  • block-world
  • geometry-dash-style
  • lane-runner
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. Jahira Appiah built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Block Dash yet. Play it, then tell Jahira Appiah what you would add next.

Make your own game

Block Dash was built by Jahira Appiah 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 Block 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 Block 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-playable 3D endless runner titled “BLOCK DASH — Build Blast.” Use a third-person chase camera in a dark, toy-like, chunky block world. The player is a small Roblox-style block character running automatically forward along the X axis; the camera sits behind and slightly above/offset, looking ahead down the course. The character has a cyan rectangular torso, purple block legs, and a white cube head with a simple pixel face: dark square eyes and mouth with pink cheek pixels. Keep the player in one of three parallel lanes across the Z axis, initially in the center lane. Lane changes should smoothly move between lanes rather than teleport.

The course is an endless dark navy-blue rectangular ground/platform with subtle raised circular studs. The background is a deep blue-black starry sky with a faint nebula, distant chunky block skyline/buildings, a neon-blue horizon strip, a perspective-like glowing grid, and slowly drifting translucent cyan light beams. Use bright, readable arcade colors and simple low-poly/block geometry, with a Geometry-Dash-like neon arcade mood and Roblox-ish chunky proportions. The world should move left beneath the player to create the forward-running illusion, while the player remains near the camera. Increase speed gradually from about 8.6 up to a maximum of 22 based on score; during a dash, temporarily double the movement speed. Include light rhythmic synth audio around 132 BPM, with short triangle-synth notes for jumping and pickups, a build sound, and a lower hit sound; initialize audio after a click or key press.

Core gameplay: the player runs continuously and must avoid randomly generated obstacles. Spawn obstacles ahead at progressively shorter gaps, with occasional close pairs. Each obstacle is assigned randomly to one of the three lanes. About half are four-sided red/pink cone spikes resting on the ground, about 36% are red/pink rectangular walls, and the remainder are bright cyan horizontal bars that rotate/spin and sit above the ground. Jump over obstacles with Space; allow two jumps before landing, resetting the jump count on ground contact. Apply gravity and a readable arc. Press A/D or Left/Right to move one lane left/right. Press Shift to perform a short approximately 0.18-second dash with a roughly 0.9-second cooldown and brief invulnerability/phase-through protection; visually blink the character while invulnerable and slightly squash/scale the character during the dash. If an obstacle is touched without active invulnerability, lose. If the shield is above 0.5, consume one shield point instead, grant a short invulnerability window, and show a “SHIELD HIT” message telling the player to dash next time. Otherwise show a game-over message “YOU BONKED” and stop the run, displaying the score and high score with “press R to run it back.”

Place floating glowing yellow cubes as pickups at random lanes and at varied heights, rotating on multiple axes and bobbing gently. Collecting one adds 25 score, increases shield by 0.12 up to a maximum of 3, and fills one cell in the Block Blast grid. Score also increases continuously from travel distance at approximately run speed × 2 per second. Persist a high score in local storage; update it live when surpassed, support a NEW HIGH SCORE message, and let H reset the saved high score.

Add the Block Blast metagame: show an 8×8 grid in the lower-left HUD. Cells are dark translucent rounded squares with thin borders; filled cells use a bright cyan-to-purple gradient. Every collected cube fills the grid bottom-up, left-to-right. When a complete row is filled, clear it and collapse the rows above downward, awarding one Build Charge per cleared row. Show a brief “ROW CLEAR +N BUILD(S)” message with “Press B to delete the next obstacle.” Display the current Builds count in the HUD. Press B to spend one Build Charge and remove the nearest next obstacle in front of the player; play the build sound. The charge is spent even if there is no suitable obstacle.

HUD: overlay the game without blocking play. At top-left show the title “BLOCK DASH — Build Blast.” At top-right show a compact controls hint: “Space: jump · Shift: dash · A/D: lanes · B: build · P: pause · R: restart · H: reset high · T: teacher fullscreen.” Beneath it show rounded pill counters for Score, High, Shield (one decimal), Builds, and Speed (one decimal). At the bottom-left show the translucent framed panel titled “Block Blast Grid (fill a row to earn a Build)” containing the 8×8 grid. Use a translucent dark glass-style center message panel for tutorial, pause, row-clear, shield-hit, and death notifications.

On first visit, pause at a tutorial overlay titled “HOW TO PLAY” with the instructions: “Space: jump (double-jump) · Shift: dash (phase) · Collect cubes to fill the grid · Clear a row to earn Builds · B: delete next obstacle · P: pause.” Press Space to dismiss/start the tutorial; remember that it has been seen in local storage. P toggles pause and shows “PAUSED / Press P to continue.” R fully restarts the run, clearing obstacles, pickups, score, shield, builds, jump state, and the 8×8 grid while retaining the high score. T toggles Teacher Mode: hide the title, controls, stats, and grid, hide ordinary popups, and attempt browser fullscreen; forced game-over and high-score messages may still show. Keep the presentation clean and responsive across browser sizes, with the canvas filling the viewport and the HUD layered above it.

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