Arcade › Bodyboard Rush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mario Kreeft built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Bodyboard Rush yet. Play it, then tell Mario Kreeft what you would add next.
Bodyboard Rush was built by Mario Kreeft 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 Bodyboard Rush 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 Three.js-style 3D arcade endless bodyboarding game titled “Bodyboard Rush.” Use an elevated, almost straight-down orthographic camera over an expansive animated ocean; the camera is at about y=20, looks toward the player near the center/lower portion of the view, and smoothly follows the player horizontally while keeping the course centered. The camera should be oriented so world -z is forward/up-screen and world +z moves toward the player. Use a wide ocean plane (roughly 80 by 120) with a procedural vertex-displaced wave surface and subtle fog. Shade the water in deep navy/blue-teal tones with lighter cyan highlights on wave crests, soft white foam-like glints, and a dark/black upper horizon/background. Use soft shadows, ambient blue fill, and warm directional sunlight. If available, use a panoramic ocean/sky environment, but preserve the dark nighttime-looking upper background and luminous blue water seen in the reference. The player is a small low-poly human riding prone on a bright orange-red bodyboard. Build the board from a flat rounded/pointed orange-red main board, a darker red/orange tail piece, a blue sleeveless-looking torso/suit, a small tan spherical head, tan arms extended toward the front/sides, and small tan legs at the rear. Keep the player and board upright and unrotated rather than banking; make the player bob vertically with the ocean wave beneath them. Emit a stream of small translucent white bubbles behind/around the board, with randomized offsets, rising/fading motion, and more bubbles while steering. The core loop is an endless forward ride: the player remains near z=0 while obstacles spawn far ahead at z=-50 and move toward the camera/player along +z. The player can steer left and right across a bounded horizontal lane, clamped to x=-7..7. Keyboard controls: Arrow Left or A steer left; Arrow Right or D steer right. Steering is direct horizontal movement at about 6 plus a small speed-based amount units/second. On touch devices, provide two large invisible/subtle left/right bottom screen zones with triangle arrow glyphs; holding either zone steers, and horizontal touch dragging can also move the player. Show the instruction text near the bottom: “← → or A/D to steer • Dodge obstacles.” Make the ride speed responsive to input: begin at speed 5, settle toward speed 4 when not steering, and rise toward speed 14 while one direction is held (if both directions are held, use the faster/stronger steering state). Clamp speed between 2 and 16. Score distance continuously using score += speed*time and display the floored value as “0 m” initially, in bold white text at the top-right. Obstacles spawn approximately every 1.2 seconds, with interval shortening slightly as speed rises and mild randomness. Spawn each obstacle at a random x across approximately -7..7. Randomly create four low-poly floating hazards: (1) a brown irregular faceted rock, (2) an orange/red buoy with a short tapered/cylindrical lower body and yellow-orange spherical top, (3) a horizontal brown log, and (4) a blue barrel with dark metallic bands. Give each hazard an appropriate collision radius around 0.45–0.9. Make obstacles bob with the same procedural wave; make buoys additionally bob up and down. On collision, push the player away laterally and reduce speed by 2. If the current speed is above 10 when a collision occurs, immediately end the run; otherwise the player can continue after the slowdown. Remove hazards after they pass beyond the player. The game-over state freezes gameplay but continues rendering the scene, and shows a centered translucent black overlay with white “Game Over,” a line such as “You paddled 123 m,” and a prominent rounded orange-to-pink “Try Again” button. Restart clears all obstacles, bubbles, and decorative elements, resets score to 0 m, speed to 5, player x to 0, and resumes play. Populate the water with non-hazard decorative speed elements that drift from ahead toward the player and disappear after passing: small translucent white foam blobs, little green seaweed/kelp clusters, and occasional translucent pink jellyfish with short tentacles. Animate their slight motion and keep them separate from collision hazards. Add occasional subtle ocean bubbles/foam but do not add extra gameplay systems, collectibles, weapons, lives, or menus. The intended presentation is minimalist low-poly 3D arcade surfing/bodyboarding, with the tiny colorful rider strongly contrasted against a huge dark blue animated sea. Make it responsive to desktop and mobile aspect ratios, hide overflow, and keep the HUD readable over the water.