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Block Dash

  • 3d
  • endless-runner
  • voxel
  • arcade
  • mobile
  • third-person
0
Remix it Discord

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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. Juakita Sivels 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 Juakita Sivels what you would add next.

Make your own game

Block Dash was built by Juakita Sivels 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 mobile-friendly 3D voxel endless runner titled “Block Dash” using Three.js. Use a third-person perspective camera positioned behind and above the player, looking forward down an endlessly scrolling three-lane dark asphalt road. The road has two white dashed lane dividers, green grass shoulders, narrow dark-green curbs, and repeating road segments that recycle to create infinite forward motion. Set a bright cyan sky with atmospheric fog and soft shadows. Place colorful chunky rectangular city buildings and occasional simple voxel trees along both sides: trees have brown square trunks and cube-like green foliage; buildings are tall, randomly sized boxes in red, orange, blue, cyan, purple, or green.

The player is a chunky block character centered initially in the middle lane, automatically running forward. Build the character from simple boxes: yellow torso, peach block head, red flat hair cap, peach arms, and blue legs. Animate the arms and legs while running, smoothly interpolate lane changes, and show a soft circular shadow below. The player can occupy one of three lanes at x positions approximately -2.8, 0, and 2.8. Movement is automatic; the world and hazards travel toward the camera while the player remains near the front of the road.

Core controls: A/D or Left/Right switch one lane; W, Up Arrow, or Space jumps; S or Down Arrow slides for about 0.7 seconds; P pauses. On mobile, support swipe left/right/up/down and four large bottom on-screen buttons: left and right arrows on the lower left, slide down arrow and jump up arrow on the lower right. Tapping Start begins a run; pressing Space or tapping Start after a crash restarts.

Spawn traffic hazards ahead in lanes. Include: (1) low orange-red barriers with a white top bar that must be jumped over, (2) red overhead blocks/arches at elevated height that must be slid under, (3) tall solid red blocks that must be avoided by changing lanes or otherwise not colliding, and (4) glowing cyan-blue cubes that can be collected for a temporary speed boost. Give obstacles chunky box geometry and cast shadows. Spawn hazards with varied lanes and spacing, while keeping the lane-based collision logic fair. Collision should end the run unless the player is jumping above low barriers, sliding beneath overhead blockers, or collects a boost cube. A boost lasts about 4.5 seconds, visibly increases forward speed by roughly 45%, and displays a “Speed Boost!” badge near the upper right.

Spawn rotating gold coin cylinders in lines of 4–8 coins, usually at a fixed lane and sometimes in a gentle upward arc. Coins bob slightly, rotate, and are collected when the player is close in lane, height, and depth; each coin increases the coin counter and adds 25 score. Award continuous score while running based on elapsed time and speed, gradually increase the base speed with distance up to about 18.5, and let the player survive as long as possible. Remove objects that pass the camera and continuously recycle road, decorations, coins, and hazards.

HUD/UI: overlay the 3D scene with a dark translucent rounded top bar spanning nearly the width, showing “Coins 0” on the left, “Score 0” centered, and “Best 0” on the right, with the numeric values in bright yellow. Under it, center a dark rounded status pill reading “Tap Start” initially, then “Running,” “Paused,” “Boost Active,” or “Crashed.” On the initial screen, show a large centered dark translucent rounded panel titled “BLOCK DASH,” explanatory text “Run through traffic lanes, grab coins, dodge blocks, and survive as long as you can.”, yellow control instructions about swiping/A-D, W/Space, and S, and a yellow gradient rounded “Start Run” button. On crash, replace the panel with “Run Over,” the final score and collected coins, a restart prompt, and a “Run Again” button. Persist the best score in local storage across runs. Use bold clean Arial-like typography, bright yellow accent color, dark navy translucent panels, rounded borders, shadows, and responsive layout for portrait mobile and desktop. Keep the scene and interface free of copyrighted branding or assets.

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