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Bunny BMX Rush

  • 3d
  • side-scroller
  • arcade
  • bmx
  • endless-runner
  • platformer
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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. Bang Gerard mulersz built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Bunny BMX Rush was built by Bang Gerard mulersz 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 Bunny BMX 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.

Read the build brief for Bunny BMX Rush

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 3D side-scrolling endless BMX game titled “Bunny BMX Rush.” Use Three.js-style low-poly 3D rendering in a bright, friendly cartoon aesthetic. The scene should be viewed from a side-on perspective with a perspective camera following the rider as it travels continuously from left to right; keep the BMX and bunny near the left/center of the frame while the world scrolls past. Use a clear sky-blue background with light fog, strong soft shadows, and simple lighting. Build a long orange/tan road platform with a thin green grass edge and repeated small white lane stripes. Place rounded/simple green hill shapes in the distant background.

The player is a blue BMX bicycle with two dark torus wheels, a simple blue triangular frame, and a dark handlebar, carrying a cute white bunny 3D character. Load/use a bunny model with a running animation if available; scale it around 1.25, place it above the bike, and face it toward the travel direction. Give the bike a subtle rocking motion while moving.

The game starts running immediately. The rider automatically moves right at a normal speed of 6 world units per second. Implement keyboard controls: ArrowUp or Space makes the bunny/bike jump if grounded; ArrowRight temporarily boosts speed to 8; ArrowLeft temporarily slows/brakes to 3. Also provide large touch controls over the lower part of the play area: a blue-gray left-arrow brake button, an orange up-arrow jump button, and a blue-gray right-arrow boost button. Buttons should feel rounded and tactile with a darker pressed shadow.

Generate a sequence of fixed hazards and collectibles ahead of the rider: red/orange block-like ramp obstacles at x positions beginning around 8 and then every 12 units (the obstacle sequence corresponds to every other item in a 6-unit loop), and gold torus-shaped coins at x positions beginning around 5 and then every 6 units, floating around y=2.5 to 3.3. Coins slowly rotate and disappear when collected. A collision with an obstacle occurs when the rider is horizontally within about 1.1 units of it while the rider’s jump height is below about 1.1; end the run, stop movement, and show a replay state. The jump uses upward velocity about 8.2 and gravity about 20, allowing the player to clear obstacles. Coin collection requires horizontal proximity around 1 and vertical proximity to the rider’s height, and awards 100 bonus points.

Show a clean HUD outside/below the 3D stage: a white rounded panel with the orange bold title “Bunny BMX Rush 🐰,” a distance readout labeled “Jarak [score] m,” and orange rounded buttons labeled “Mulai” (start/pause toggle) and “Ulangi” (reset). While running, the score is the maximum of its current value and floor((playerX+4)*10), so it represents forward distance and rises automatically; collected coins add 100. The start button toggles running and paused states, changing to “Jeda” while active; after a collision, change it to “Main Lagi” and allow it to reset/restart. The reset button restores the player to the starting position around x=-4, clears score, resets obstacle positions and makes all coins visible, then resumes play. Frame the game in a responsive centered layout with a white border, rounded corners, and a soft blue shadow; on narrow screens let the stage fill the available height and keep the touch controls accessible.

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