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Bone Dash

  • 3d
  • endless-runner
  • arcade
  • low-poly
  • desert
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. euen built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Bone Dash yet. Play it, then tell euen what you would add next.

Make your own game

Bone Dash was built by euen 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 Bone 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 Bone 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 compact 3D endless runner called “Bone Dash,” viewed from a fixed side-on perspective with a slight front/three-quarter depth view. The player controls a chunky low-poly blue-gray dinosaur running automatically from left to right, visually anchored near the left side of the screen while the desert world scrolls toward it. Use Three.js-style 3D geometry, soft shadows, warm sunset lighting, a peach/orange sky with matching atmospheric fog, and a sandy desert floor. The dinosaur should be assembled from simple box meshes: a large rectangular body, smaller head at the front, pale rectangular jaw, long angled tail, four short block legs, small pale arms, and tiny dark eyes. Animate its legs and arms while running, subtly bob its body/head and tail, tilt it slightly in the air, and squash/stretch it when ducking. The dinosaur starts on the ground at the left, can jump with physics and gravity, and can duck while grounded; ducking lowers its collision height and visibly compresses the dinosaur vertically while widening it slightly.

Implement an endless auto-running loop. The player does not move horizontally; obstacles spawn ahead around x=16–20 and travel left at the current speed. Spawn mostly green blocky cacti (about 72% probability), made from a central rectangular trunk and two raised arms, standing on the ground. Less frequently spawn brown pterodactyl-like birds at varied airborne heights, made from a rectangular torso and two pale block wings that flap continuously. Cacti require jumping over; birds are positioned high enough that ducking underneath is the intended avoidance action. Use simple axis-aligned collision checks based on player width/height and each obstacle’s width/height; a collision ends the run immediately.

Controls: Space, W, or Up Arrow jumps only when the dinosaur is on the ground; Down Arrow or S is held to duck; P toggles pause; R restarts after a crash. Prevent browser scrolling for gameplay keys. Score increases continuously over time at roughly 8 points per second and is displayed as an integer. Start speed at 12 world units/sec (shown as 1.0x), gradually ramp it toward a maximum of 24, increasing by about 0.45 per second; show the current speed multiplier and a level that may be tracked internally. Spawn obstacles on a timer, with intervals roughly 0.72–1.35 seconds and slight randomness. Scroll repeated dark rock-like ground stripes quickly and sparse low-poly rocks in the distant desert more slowly to create parallax. Keep obstacles and scenery recycled/removed once they pass offscreen.

Add a translucent dark HUD panel in the upper-left showing Score, Best, Speed, and Status, with Status reading Run, Pause, or Crash. Persist the best score in local storage. Add a bottom-center rounded hint pill reading “Space to jump — Down to duck — P to pause.” On crash, show a centered translucent dark overlay panel titled “Bone Dash” with text such as “Crash at [score] — press R to run again.” Preserve the warm, minimal low-poly visual style and responsive full-window canvas. Include simple procedural Tone.js sounds initialized after a click or key press: a triangle-toned jump sound, a low hit sound on collision, and a subtle score sound occasionally during play.

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