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Arcade › Chaos Dash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. faizan ahmed built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Chaos Dash yet. Play it, then tell faizan ahmed what you would add next.
Chaos Dash was built by faizan ahmed 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 Chaos 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.
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 endless runner titled “Chaos Dash.” Use a third-person chase camera looking down a dark futuristic highway at night. The road is a wide, nearly black rectangular track divided into three lanes by two glowing red longitudinal stripes, with dark raised rails at the edges. Surround it with a foggy, very dark neon city made from scattered tall boxy buildings in charcoal, navy, and muted red, with occasional red glowing signs. Use strong shadows, a subtle blue-purple ambient night light, red accent lighting, and a deep navy-black background/fog. The player is an original, legally distinct upright dark hedgehog-style speedster centered near the camera. Build the fallback character from simple 3D primitives: black rounded body and head, swept-back black quills, tan muzzle and inner ears, glowing red eyes, red forehead/side head stripes, a white chest tuft, white gloves, gold ring-like cuffs, black limbs, and bright red hover shoes with gold soles/details. Animate a light running motion while moving, with arm/leg and shoe swings; tilt the character slightly during lane changes. Optionally support loading a GLB named player.glb beside the page and use it in place of the built-in character when available. The character runs forward automatically while the world scrolls toward the camera. Core loop: begin with 20 rings, speed 24, and zero distance. The player switches among exactly three lanes using left/right Arrow keys or A/D; each press changes one lane, with smooth movement toward the lane. Jump with Space, W, or Up Arrow; jumping gives vertical velocity and gravity, allowing the player to clear hazards. Hold Shift to activate “chaos boost”: multiply displayed/movement speed by 1.85 while boost energy is above 1, drain energy at 42 per second, and regenerate it at 18 per second when not boosting. Normal speed gradually rises over time but is capped at 58. While boosting, emit short-lived red glowing sparks around the character. Spawn gold collectible torus rings ahead along the three lanes, mostly at low height around 1.45, with a few elevated around 2.6. Make them rotate and glow gold. Collect a ring when the player comes within about 1.05 world units: hide it temporarily, add 1 ring to the counter, and restore 7 boost energy; recycle it farther ahead after a short delay. Continuously recycle track segments, collectibles, and hazards so the run is effectively endless. Spawn hostile boxy robot bots in random lanes farther down the track. Each bot is a gray metallic cube-like obstacle with a glowing red horizontal eye and a horizontal red spinning blade above it. Animate the blade. A collision occurs when the player is close in lane and depth and is below roughly jump height. If boosting, smash the bot: hide it, award 4 rings, and produce a burst of red sparks. Without boost, lose 5 rings and 5 speed, briefly flash the background red, and grant about 1.2 seconds of invulnerability. If rings reach zero after the player has traveled more than 220m, end the run; otherwise collisions do not immediately end it. On game over, show a centered overlay reading “Chaos Run Ended,” the distance and remaining rings, and “Press any key or tap to restart.” Any key/tap restarts with the initial values and repopulates the track. HUD: overlay the 3D view with three dark translucent rounded pills across the top labeled in red “RINGS,” “SPEED,” and “DIST,” showing the current ring count, rounded effective speed, and floor distance followed by “m.” Initially display a large centered translucent dark-to-red intro panel reading “Chaos Dash,” “A fast dark hedgehog runner — collect red rings, dodge bots, hit boost.” and “WASD / Arrow keys move · Space jump · Shift chaos boost.” On touch/coarse-pointer devices, show a bottom mobile control overlay: a four-button directional pad on the left (up, left, down, right) and circular BOOST and JUMP buttons on the right; use press-and-hold behavior for boost/jump and map them to the same controls. Keep the visual style polished, minimal, high-contrast, and arcade-like, with red/gold highlights against near-black scenery. Include responsive resizing and mobile-friendly touch input.