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Arcade › Chaos Rush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Christian Adames built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Chaos Rush yet. Play it, then tell Christian Adames what you would add next.
Chaos Rush was built by Christian Adames 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 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.
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 Rush,” using an original neon sci-fi anime-inspired aesthetic with no copyrighted characters or assets. Use a third-person chase camera behind and above a small stylized runner moving forward along the positive Z direction. The environment is a dark blue/near-black starfield with fog and strong bloom: a long floating navy platform/track extends into the distance, bounded on both sides by bright cyan glowing rails and thin cyan edge strips. The player is an original geometric energy runner made from a glowing cyan capsule-like body with a cone/quill shape projecting from its back and a translucent cylindrical energy trail behind it. When Ascend is active, the player and trail change to a warm gold/yellow color and the bloom intensifies. The core loop is an infinite momentum runner. The character is constantly propelled forward, with speed gradually increasing based on distance traveled. Display a score that increases continuously with forward speed and awards extra points for collectibles and defeated enemies. Allow lateral movement within the track using A/D or Left/Right; W/Up gives a forward speed assist and S/Down brakes. The player can jump with Space and has one extra air jump (double jump). Holding Left or Right Shift activates a boost: increase speed and acceleration while draining a stamina meter, then regenerate stamina when released. Include optional soft mouse-look/lateral influence while the pointer is locked to the canvas. Populate the track with bright gold faceted energy orbs floating slightly above the platform. Orbs slowly rotate and bob; collecting one adds 50 score and fills Chaos Energy by 7%. Populate the route with bright magenta/pink cone spikes on the platform. Contact with a spike costs 1 HP, briefly grants invulnerability frames, and knocks the player upward. Also place floating purple/lavender faceted octahedral drones that bob vertically and rotate. A drone collision destroys it and awards 250 score plus 13% Chaos Energy if the player is Ascended, boosting, or traveling sufficiently fast; otherwise it damages the player by 1 HP. Defeated drones should visibly scale/pop up and brighten before disappearing. Keep the track procedurally recycled ahead of the player so the run is effectively endless, spawning new random orbs and spikes/drones as old track segments pass behind. The visible implementation uses continuous platform segments; do not require a special visual gap system, but if the player falls far below the track, deal damage and teleport them to the latest safe checkpoint. Chaos Energy is a 0–100% meter filled by orbs and drones. When full, pressing E consumes it and activates Ascend for about 6.5 seconds. Ascend makes the player faster, gives stronger jumping, makes them invulnerable to spikes and collisions, and allows them to smash drones; show dramatic golden coloration and increased neon bloom while active. Health starts at 3 and is shown in the HUD; taking damage reduces it, and reaching 0 ends the run and shows the start/restart overlay. Falling below the world also costs 1 HP and returns the runner near the last checkpoint. Press R at any time to restart the run, resetting health, score, energy, stamina, speed, position, and procedurally rebuilding the route. Use a polished HUD over the 3D view. At the upper left show the title “CHAOS RUSH,” a rounded audio status control/message initially reading “Click to enable audio,” and rounded statistic pills for “Score: 0,” “Speed: 0,” and “HP: 3.” Below them show labeled horizontal gradient bars for “Stamina (Shift)” and “Chaos Energy (E),” with cyan/blue stamina fill and gold-to-magenta energy fill. Include a small controls hint reading approximately “WASD/Arrows move · Space jump (double) · Shift boost · E ascend · R restart,” plus a tip that boost/defeat drones builds Chaos Energy and Ascend is available when full. On first load, show a large dark translucent rounded modal with a thin blue-violet border, the heading “Chaos Rush,” text explaining it is a fast original runner inspired by high-energy fan animations and is not an official Sonic game, “Click to play. Press R to restart any time,” and a vivid cyan-to-purple rounded “Start” button. Clicking Start or the canvas hides the overlay, enables simple synth audio, and requests pointer lock. Use simple original synth sounds for jump, orb collection, enemy hit, and Ascend, with graceful handling if browser audio is blocked. Implement the visual style with simple geometric Three.js-like primitives, emissive materials, cyan rails, magenta hazards, gold collectibles, lavender drones, a dark starfield, fog, and post-processing bloom. The camera should smoothly follow the player, pull farther back as speed rises, look toward the route ahead, and have a subtle idle motion behind the start overlay. The game is score-chasing rather than having a conventional win state: the goal is to survive, collect orbs, destroy enemies, build energy, and achieve the highest score.