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Cog Shift

  • 3d
  • arcade
  • timing
  • endless
  • sci-fi
  • mobile
0
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5 plays

How to play

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

Discussion

Nobody has said anything about Cog Shift yet. Play it, then tell Tyler F what you would add next.

Make your own game

Cog Shift was built by Tyler F 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 Cog Shift 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 Cog Shift

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 fast-loading browser game titled “Cog Shift,” a minimalist retro-futurist 3D timing game set inside a failing factory. Use procedural Three.js-style geometry only: no external art or fonts, with a nearly black navy background (#04070d), subtle fog, glowing wireframe/low-poly meshes, and a fixed perspective camera looking down a long factory conveyor from behind the player. The camera is positioned above and behind the playfield, aimed toward the distant center; it should subtly follow the player’s horizontal movement.

The playfield has three conveyor lanes at x positions left, center, and right. Render the factory floor as a dark blue-black plane extending into the distance, divided by four glowing blue lane boundary lines. Add repeated dark conveyor slats moving toward the camera to convey forward motion. Put faint wireframe factory walls at both sides, horizontal side pipes, and several stationary orange decorative gears along the walls that rotate slowly. Mark the timing point with a bright orange horizontal “sync zone” line crossing all three lanes.

The player is a small bright cyan/blue glowing drive cog in the foreground at the near end of the lanes. Build it procedurally as a gear-like wireframe: a glowing torus ring, central hub, four spokes, and ten rectangular teeth, hovering just above the floor. It gently bobs and rotates slowly when idle, and rotates rapidly with a brighter warm light when spinning. The cog smoothly slides between the three lanes rather than teleporting, with a slight tilt while moving.

Gameplay: start on an intro overlay explaining that the player is the blue drive cog in a dying factory, must move left/right to line up with incoming socket gears, and must hold Spin exactly when a socket reaches the sync zone. Spawn orange glowing wireframe socket gears far down the conveyor in random lanes. They travel toward the player with the moving belts, rotate either direction, and bob slightly. The player succeeds when the current lane matches the socket lane and Spin is held while the socket is within a narrow timing window around the orange sync line. On a successful sync, turn the socket cyan, emit a short burst of cyan sparks, display “SYNC xN,” add 120 points plus 12 points per current streak, restore 11 machine load, increase the streak, and raise RPM by 8. A socket that passes the sync line without being resolved is a miss: display “MISS” in orange-red, emit red sparks, subtract 22 machine load, reset the streak, and reduce RPM by 10 (but do not let RPM fall below 85). Remove sockets once they pass the near edge. Gradually increase travel speed over time and shorten the spawn interval slightly, creating escalating pressure.

The machine continuously loses load while playing, about 2.8 per second plus a small speed-dependent amount. Score also increases continuously based on survival time, at roughly 18 points per second plus a speed bonus. RPM rises with elapsed time and streak. When machine load reaches zero, end the run and show a centered “MACHINE DOWN” overlay with the final zero-padded score and peak RPM, plus instructions to press Enter or hold Spin to restart. Restart fully resets load to 100, score, RPM to 100, streak, speed, player lane, and active sockets.

Use a clean monospace HUD over the 3D scene. At the top, show three outlined translucent dark panels: left “Score 000000” with a six-digit zero-padded score, center the current lane (“Left,” “Center,” or “Right”) and whether the player is “Ready” or “Spin,” and right “RPM 100” with the current rounded RPM. Near the top center, briefly show glowing “SYNC xN,” “MISS,” or “LOW POWER” feedback that fades quickly; show LOW POWER when machine load is below roughly one third. At the bottom center, show the label “Machine Load” and a horizontal outlined load bar filled with a blue-to-yellow-to-red gradient, shrinking from left to right as load drops. Include large touch-friendly bottom controls: a left arrow button, a central orange-accented “Spin” button, and a right arrow button. Buttons are translucent dark panels with cyan borders and glow, and the Spin button visibly activates while held.

Desktop controls: Left/Right arrows or A/D move one lane, Space is held to spin, and Enter starts or restarts. Mobile controls: tap the left/right arrow buttons to change lanes, and press-and-hold Spin to spin; holding Spin also starts or restarts from the intro/game-over overlay. Make the game responsive to portrait and desktop screens, preserve a dark HUD readability, hide the intro overlay after starting, and keep the controls usable on touch devices. Add lightweight glowing particle sparks for syncs and misses, but no sound or extra gameplay systems.

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