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Bottle Dash

  • 3d
  • platformer
  • side-scroller
  • educational
  • collectathon
  • low-poly
  • story
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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. Mathew Hahn built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Bottle Dash yet. Play it, then tell Mathew Hahn what you would add next.

Make your own game

Bottle Dash was built by Mathew Hahn 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 Bottle 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 Bottle 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 playable browser 3D low-poly side-scrolling platformer titled “Bottle Dash,” using Three.js-style 3D graphics and a bright educational cleanup theme. The camera is a perspective side-view camera looking along a long horizontal route: the player moves primarily left/right on the X axis, while platforms and scenery have visible depth layering. Use a light blue sky background with soft fog, strong ambient/hemi lighting, soft shadows, and colorful simple geometric scenery. The world should feel like a clean stylized city/neighborhood course: green or gray raised platforms, pale edge trim, distant block buildings with light roofs, trees made from cylinders and rounded foliage, and in the final level visible blue water beside the route. Characters should be rounded low-poly humanoids rather than flat sprites: capsule-like torso, spherical head, hair cap, backpack, articulated capsule arms and legs, and simple animated walking/idle poses.

The story follows Maya, a student cleanup volunteer, trying to stop litter from reaching storm drains and the river during an approaching storm. Begin with an opening story overlay explaining that loose trash can reach the river, Maya joins a community cleanup route, and the goal is to understand recycling, contamination, and neighborhood impact. Then play three sequential levels, preserving the score and collected-material totals between levels:

1. “School Street”: a blue-sky urban route made from separated raised platforms, including gaps and an oscillating vertical moving platform. Place recyclable pickups including plastic bottles, paper bundles, and metal cans on different platforms, along with a black trash-bag hazard, a food-waste peel hazard, and a glowing green spill hazard. The objective is to collect at least one plastic, one paper, and one metal item, then talk to Coach Rivera near the end before the exit gate opens. Coach Rivera is a rounded NPC with orange shirt and blue accent/backpack. His multi-page dialogue teaches that plastic bottles, paper, and metal cans are common recyclables, while food, liquids, and regular trash contaminate loads; encourage players to empty, clean, and dry containers. The exit is a framed gate with a red closed door that becomes green/open after the objective is complete.

2. “Sorting Yard”: use a warmer orange/tan sky and industrial sorting-yard scenery with gray/brown raised platforms and two vertically moving lifts. Distribute enough pickups for at least three plastic, three paper, and three metal items in total, including additional high platforms, and place trash bags, a spill, and a food-waste peel as hazards. Near the far end place Mechanic Jo, a rounded NPC in a yellow shirt with dark workwear accent. The objective is to have at least three of each material and speak with Jo. Her dialogue explains that sorting facilities use machines, magnets, screens, air systems, and other methods to separate paper, plastic, steel, and aluminum, but food, liquid, clothing, and random trash contaminate streams, jam machines, and reduce material value. Keep the exit gate locked until the conversation and collection requirement are complete.

3. “River Rescue”: use a blue sky and green riverbank platforms, with repeating blue water slabs in the background/side depth and trees. Build a longer route with separated platforms, long gaps, and two vertically moving platforms. Add plastic, paper, and metal pickups along the route plus a peel, spill, and trash-bag hazard. Place Ranger Kim near the end in a blue shirt with dark green accent. Reaching and talking to Kim completes the required objective; continued pickup collection increases the cleanup score but is not required for this final objective. Kim’s dialogue teaches that wind, rain, and storm drains carry sidewalk litter into waterways; waste can break apart, trap animals, and carry harmful chemicals, so cleanup, recycling, and waste reduction protect rivers and wildlife. After talking, the final depot gate opens.

Core controls and physics: A/D or Left/Right Arrow move horizontally with acceleration toward a target speed; Space, W, or Up Arrow jumps, and the player has a double jump. Use gravity, platform-top landing detection, and raised platforms with gaps so falling below the route costs a life. The player starts with 3 lives, and collisions with hazards or falling remove one life, briefly flash the screen red, knock the character back/up, and respawn them at the beginning after a short delay with temporary invulnerability. At zero lives show a “Cleanup Failed” overlay and require R to restart. Hazards should be visually distinct: a wobbling dark rounded trash bag, a yellow curved food peel, and a flattened glowing green spill. Pickups should hover/bob and rotate: transparent/light green cylindrical plastic bottles with blue caps, off-white paper bundles, and light blue metallic cans. Collecting one adds 100 score, increments the matching Plastic/Paper/Metal count, increments total recycled, hides the pickup, and plays a short positive tone.

NPC interaction: when Maya is close to an NPC, show an interaction message and a small white bubble above that NPC. Press E to open/advance a paused multi-page dialogue overlay. E also advances opening chapters and lesson recaps. Talking marks the NPC as talked-to and can unlock the gate. Gates are visible framed doors: red/closed before the objective and green/open after it, with the door lifting upward when unlocked. Passing an open gate completes the level. At each level start show a chapter overlay containing the level story, mission, and a gameplay tip. At level completion show a lesson recap overlay with the educational takeaway and score/total-recycled information; advance to the next level with E. On the last level show “River Saved,” then a final “Bottle Dash Complete” overlay that says R replays the full journey.

HUD: place compact translucent dark panels across the top of the screen, with mint/green headings and light text. Show Score, Lives, current Level, a detailed Mission, Controls, Plastic/Paper/Metal material counts, a Story lesson panel, and a contextual message. The controls panel should communicate A/D move, Space ×2 jump, and E talk; the extra HUD should communicate H hide/show and Tab minimize. H toggles the HUD completely, with a Show HUD button available when hidden; Tab switches between expanded and minimized HUD. P pauses/resumes and shows a pause overlay. R restarts the complete story from level one, resetting score, lives, counts, and progress. Keep dialogue, pause, gate-locked, failure, and completion states as modal centered story cards over the 3D scene. Add simple synthesized sounds for jump, pickup, hazard hit, dialogue, and level completion. Animate Maya’s arms and legs while walking, her limbs in a jumping pose while airborne, bob/rotate collectibles, gently animate hazards and NPC idle poses, and have the camera smoothly follow ahead of Maya while looking toward the route. Use bright low-poly materials, rounded silhouettes, clean color separation, soft fog, and shadows throughout; do not use a top-down view or a 2D sprite-only presentation.

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