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Arcade › Breakline

Breakline

  • 3d
  • arcade
  • surfing
  • endless-runner
  • mobile
  • low-poly
0
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1 play

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Daniel Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Breakline yet. Play it, then tell Daniel Sidorkin what you would add next.

Make your own game

Breakline was built by Daniel Sidorkin 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 Breakline 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 Breakline

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 browser-based 3D arcade surfing game titled “BREAKLINE,” using a clean low-poly Three.js-like visual style and a portrait/mobile-friendly full-screen layout. The camera is a third-person perspective camera positioned behind and above a small surfboard, looking forward down a long ocean channel toward a sandbar. Use a bright cyan/blue sky background and a dark teal glossy, physically shaded ocean plane extending into the distance, with animated rolling vertex waves, subtle fog, soft shadows, a warm directional sun, and hemisphere lighting.

The player is a small stylized surfboard viewed mostly from above/behind: an elongated rounded coral-orange board with a small dark-blue triangular fin. Place it near the lower center of the view. The board automatically travels forward through the water; the player does not control forward speed. The course is 300 meters long, ending at a sandy beach/sandbar. Make the board sway/tilt slightly in response to horizontal movement and bob with the waves.

Core controls: on desktop, A/D or left/right arrow keys steer left and right. Horizontal steering accelerates sideways velocity, applies damping, and clamps the board to the roughly 26-unit-wide ocean area. On mobile, invisible touch zones cover the lower left and lower right portions of the screen; holding the left or right side carves in that direction. W, Up Arrow, or Space triggers a jump when not already airborne. While airborne, holding left/right spins the board; on landing, award a “360 SPIN +1” or “DOUBLE SPIN +N” trick message based on completed rotations, otherwise show “CLEAN LAND.”

The game begins on an overlay title screen. Show the large white spaced title “BREAKLINE,” followed by the exact instructional premise: “Ride giant ocean swells to the sandbar. Avoid rare pier posts — a tsunami can swallow the board.” Include a prominent PLAY button, then three board-color buttons labeled CORAL, MINT, and SUN, with CORAL selected in orange. The color choices recolor the surfboard approximately coral-orange, mint green, or sunny yellow. At the bottom show: “Desktop: WASD / arrows steer. Mobile: hold left or right side to carve.”

During play, show a translucent dark-blue HUD across the top with three rounded panels: “TO OWNER” and the remaining distance beginning at “300m,” “WAVE” beginning at “CALM,” and “TRICK” beginning at “—.” Show a small bottom hint such as “Follow the wave face — reach the sandbar owner”; after jumping, change it to “Hold left or right in the air to spin,” then restore the jump instruction after landing. The screen should remain uncluttered, with white/cyan text and rounded blue controls.

Spawn moving hazards ahead of the player at irregular intervals as the player advances. The hazards move toward the camera/player to communicate forward travel. Most are stylized surfers: small colored horizontal board/body shapes with a dark head, placed at varying lateral positions, and they must be avoided. Occasionally spawn a rare pier: three brown vertical posts supporting a small brown deck, positioned toward either side of the channel. Collision with a surfer or pier while the player is not airborne ends the run. Also include occasional stylized jumping dolphins as decorative moving objects that rise and fall in the water and do not act as hazards.

Use these distance-based wave states: from the start through roughly 220m, label the wave “CALM”; after 220m, label it “CHOPPY” and slightly darken/alter the ocean. Between approximately 270m and 328m, activate a tsunami storm state: darken the sky to gray-blue, darken the water, increase camera height slightly, and label the wave “TSUNAMI.” During this storm, if the player drifts beyond about 9 lateral units, sometimes swallow/end the run. The player wins on reaching 300m. Add a beach/sandbar destination made from warm sand, with simple beach life visible near the end: colorful umbrellas, towels, small people, a waiting owner character, and a few palm trees. The owner stands around the center of the sandbar. On victory, show a centered overlay titled “HOME WAVE” with the text “Your owner is waiting on the sandbar. You made it through the break.” and a “RIDE AGAIN” button. On collision or tsunami failure, show “SWALLOWED” with “The ocean took the board. Read the wave and carve earlier.” and a “TRY AGAIN” button.

Keep the game arcade-like and readable: simple geometric meshes, bright flat/cohesive colors, glossy water, soft fog, and no unnecessary menus. Ensure restarting resets distance, player position, hazards, trick state, and wave state while preserving the selected board skin.

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