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Arcade › Coin Dash

Coin Dash

  • 2d
  • endless-runner
  • arcade
  • platformer
  • mobile
  • collectathon
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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. Anas Khan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Coin Dash yet. Play it, then tell Anas Khan what you would add next.

Make your own game

Coin Dash was built by Anas Khan 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 Coin 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.

Read the build brief for Coin Dash

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 2D side-view endless runner called “Coin Dash.” Use a responsive web layout with a dark navy page background, centered game app, a header containing a gold coin logo, the title “Coin Dash,” the subtitle “Run, jump, and collect as many coins as you can,” and three stat pills showing Coins, Distance, and Best. Put the gameplay in a large rounded-rectangle canvas with a thin blue border and shadow. Under it show the hint “Tap the game or press Space to jump over crates and grab coins.” and the note “Speed rises over time.” On narrow/mobile screens, show a circular orange JUMP button over the lower-right of the game canvas.

The actual game is an endless auto-running lane viewed from the side, with no horizontal player movement. Render a bright, simple cartoon landscape: a vertical gradient sky transitioning from cyan at the top to pale aqua near the horizon, then green ground covering the lower portion. Add four soft translucent white cloud clusters in the sky that drift horizontally based on distance, and short dark-green grass strokes along the ground. Keep the ground line at about 62 pixels above the bottom of the canvas.

The player is a simple blocky runner positioned around 22% of the canvas width, represented by a blue rectangular body about 34x48 pixels, a peach circular head above it, a dark navy horizontal cap/hair strip across the top of the body, and two small black feet at the bottom. The player automatically remains in place horizontally while the world scrolls from right to left. Implement jumping only: when grounded, tapping/clicking the game canvas, tapping the JUMP button, pressing Space, or pressing ArrowUp launches the player upward. Use gravity around 1500 pixels/second squared and an initial vertical velocity around -650; prevent a second jump while airborne.

Place collectibles and hazards offscreen to the right and scroll them left. Coins appear in groups of 2–5, spaced about 38 pixels apart, at varied elevated heights roughly 70–175 pixels above the ground, with alternating vertical offsets. Draw each coin as a gold circle with a darker gold outline, a pale highlight, and a dollar-sign mark; give it a subtle animated rotation/wobble. The player collects a coin when it comes within a circular pickup radius of roughly 22 pixels plus the coin radius, increments Coins, and removes the coin.

Spawn obstacles as the run progresses. Each obstacle is a randomly sized object approximately 28–48 pixels high, placed on the ground and moving left. Most are brown wooden crates with a dark outline and diagonal lighter wood braces; occasionally use a red-pink triangular spike with a dark outline instead. Use the player’s inset collision rectangle (approximately 5 pixels on each side) against obstacles; on collision, immediately end the run. Remove objects once they pass off the left side.

Start with a modal overlay card centered over the canvas. It should be dark navy with a rounded border and shadow, title “Grab the coins,” explanatory text “Jump over crates, collect coins, and survive as the road gets faster.” and a gold button labeled “Start running.” Starting resets coins and distance to zero, sets speed to 270, clears old objects, resets the player to the ground, and hides the overlay. The game continuously updates distance, initially increasing at speed/80, while speed increases with distance using approximately 270 + distance*2.1 and caps at 520, making the game progressively harder. Spawn ground obstacles initially after about 0.5 seconds and then at roughly 0.65–1.8 second randomized intervals that shorten with distance; spawn coin groups initially after about 0.25 seconds and then every 0.9–1.8 seconds.

When a collision ends a run, show another centered dark card titled “Run over,” with text reporting “You collected [coins] coins and ran [distance]m.” and “Best coins: [best].” Include a button labeled “Run again.” Persist the highest coin count as Best using browser local storage. Distance should be displayed as a rounded-down integer, while the running stats update during play. Keep the visual style clean, colorful, flat/cartoon-like, and readable on both desktop and mobile; use pointer/touch input as well as keyboard controls.

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