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Arcade › Board Dash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. pchekeu284 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Board Dash yet. Play it, then tell pchekeu284 what you would add next.
Board Dash was built by pchekeu284 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 Board 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.
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 fullscreen browser 3D endless runner called “Board Dash” using Three.js. The camera is a third-person perspective positioned behind and above a skateboarder, looking forward down a continuously scrolling city roadway. The player rides in one of three clearly marked lanes (x positions left, center, right) on a dark gray road with thin pale lane dividers, metal edge rails, sidewalks, grass strips, low-poly trees, and colorful blocky buildings on both sides. Use a warm light-blue sky with atmospheric fog and soft stylized shadows. The player is a simple low-poly humanoid made from capsules and spheres: colored hoodie/body, skin-colored head, dark limbs, and a small skateboard with a rectangular deck and four wheels. A similarly simple orange/red guard chaser follows behind the player and visibly closes the gap after crashes. The run begins from a translucent dark instruction panel near the top center, titled Board Dash, explaining that the player must skate, slide, grab power-ups, and stay ahead of the guard. Clicking or pressing a movement key starts the run and hides the panel. The character automatically moves forward while the road and objects scroll toward the camera. Controls: Left Arrow/A moves one lane left, Right Arrow/D moves one lane right, Up Arrow/W/Space jumps, Down Arrow/S slides/ducks, P pauses/unpauses, and R restarts after game over. Lane changes smoothly and jumping uses visible vertical motion and gravity; sliding visibly scales/leans the skater down for a short duration. Procedurally place and recycle hazards, collectibles, and pickups ahead of the player. Low orange block barriers must be jumped over. High horizontal red/white barriers must be slid under. Large red trains and smaller blue traffic vehicles occupy lanes and must be avoided by changing lanes or jumping where applicable. Floating gold glowing ring coins appear in lines above the road; collecting one adds one run coin and 25 score. Bright rotating octahedral pickups with a surrounding ring represent three power-ups: purple Magnet, cyan Boost, and green Shield. Magnet temporarily pulls nearby coins toward the player; Boost temporarily increases movement speed and score/distance gain; Shield absorbs one collision. Show active power-up names and remaining durations in the HUD. Collision with a barrier or vehicle consumes a hit step unless protected, gives temporary invulnerability/flashing, and moves the guard closer. Start with 3 Hits Left. When all hit steps are lost, show a centered translucent dark “Caught!” game-over panel, stop the run, bank the collected run coins, and show final score, run coins, and a local top-five leaderboard. Score increases continuously from distance and also from coins and power-ups. Gradually increase base speed over time. Include a pause state. Use a fixed upper-left HUD made of dark translucent rectangular stat cards with light borders and white text for Score, Run Coins, Bank, Speed, Hits Left, and Power-Ups. Keep the visual style clean, colorful, geometric, and low-poly with blue daylight, fog, simple materials, shadows, and no illustrated textures. Include the visible skin shop on the start and game-over panels. It has a rotating 3D preview canvas showing the skateboarder on a small platform, plus cards for six cosmetic skins: Classic (Common, free), Sunset (Rare, 40 bank coins), Shadow (Epic, 90), Mint Rush (Epic, 140), Inferno (Legendary, 240), and Aurora (Mythic, 400). Each card has a color swatch, rarity, Preview button, and Buy/Equip button. Skins only change hoodie, skateboard deck, and wheel colors, never gameplay stats. Persist banked coins, owned skins, selected/current skin, and preview skin in browser localStorage. Persist the local top-five leaderboard as well. Also include an Admin button on the start panel that opens a modal admin panel. It is initially code-locked and should provide controls after successful unlock for editing speed, jump power, hits, run coins, bank coins, and score; toggling God Mode and Invisible; granting Shield, Magnet, or Boost; unlocking all skins; spawning coins, a power-up, a train, or an obstacle ahead; and changing the saved admin code. Match the UI styling with translucent navy panels, compact white text, bright yellow/green action buttons, and responsive layout. Add simple synthesized sound effects, initialized after user interaction, for jump, slide, coin collection, hit, power-up, buying/equipping, and game over. Expose getGameState and setGameState hooks for the game state, including player, economy, chaser, score, coins, distance, pause/start/game-over status, leaderboard, and entity counts.