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Arcade › Coin Dash

Coin Dash

  • 2d
  • endless-runner
  • arcade
  • runner
  • mobile
  • canvas
0
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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. Leandro Nunes 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 Leandro Nunes what you would add next.

Make your own game

Coin Dash was built by Leandro Nunes 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 responsive browser endless runner called “Coin Dash,” with a Portuguese interface. Use a full-screen HTML canvas for the gameplay and fixed overlay UI. The camera is a forward-facing, pseudo-3D perspective view down three converging railway/road lanes: a bright cyan sky occupies the upper portion, a dark teal-blue city skyline with lit windows sits at the horizon, and the track widens toward the bottom with three pale lane-divider lines and moving gold horizontal road markings. The player is a small stylized cartoon runner centered near the bottom of the screen, rendered as a blue-clothed beige character (a Kenney-style platformer character image may be used for the body/head, with simple animated blue limbs); animate running with bobbing, alternating arms and legs, and a shadow beneath. The player can switch among exactly three lanes, jump, and slide.

Core gameplay: when the user presses JOGAR, start an endless run. The player automatically runs forward while obstacles and coin pickups approach from the horizon toward the player. Controls are A/D or Left/Right Arrow to move one lane left/right, Space or Up Arrow to jump, and Down Arrow or S to slide. Also provide touch controls at the bottom: circular left and right buttons and circular slide/down and jump/up buttons. Clamp lane movement to the three lanes. Jump only from the ground, with a visible vertical arc; sliding is only initiated on the ground and lasts about 0.68 seconds. Gradually increase forward speed and shorten spawn intervals as run time increases.

Spawn rows randomly in the distance. Most rows contain one obstacle in a random lane, with occasional additional blocking barrier in another lane. Obstacle types are visibly distinct: a red train-like tall rectangular obstacle with dark top, cyan windows, yellow lights, and black wheels; a dark gray barrier/block with yellow top stripe, red center stripe, and yellow marker lights; or a low overhead bar supported by red posts, with a yellow top stripe. Other rows spawn a sequence of three gold coin pickups distributed across lanes. Objects should scale up and move down the perspective track as they approach. At collision distance, an obstacle in the player’s lane ends the run if the player is not jumping high enough; the low overhead bar is instead avoided by sliding, while jumping or standing should collide with it. Remove passed objects.

Coins are the special objective and timer rule: display a coin counter and a timer measuring how long the player has gone without collecting a coin. Collecting a coin increases the persistent coin total by one and resets the current timer to 0.0 seconds. The goal stated in the UI is to survive and achieve the longest time without picking up a coin, so the timer grows continuously during a run and the best record is the highest timer value reached when the run ends. If the player hits an obstacle, show a game-over modal stating in Portuguese how long they ran, how long they stayed without a coin, and the record, with buttons to retry or return home. Persist coins, best time, and selected skin in localStorage.

HUD: fixed at the top with three dark translucent rounded pills: a coin icon and gold coin count on the left, a timer icon and current seconds in the center, and a trophy icon and best seconds on the right. At the bottom, show the small Portuguese hint “Desvie dos blocos e pegue moedas — mas pegar moeda zera o contador!”. Hide touch controls outside active gameplay. Use a dark navy, cyan, blue, gold, and teal palette, rounded panels, bright blue raised buttons, subtle shadows, and clean bold system typography.

Main menu: overlay a centered dark navy translucent card with a cyan border and shadow, large cyan two-line title “COIN DASH” with a blue shadow, and Portuguese description: “Corra pelos trilhos, desvie dos bloqueios e tente ficar o maior tempo sem pegar uma moeda.” Include raised buttons JOGAR, SKINS, and a darker PAINEL DE ADM button, plus the controls note “Controles: A/D ou ←/→ para trocar de trilho • Espaço para pular”.

Skins screen: keep the same centered card style and provide a free “Corredor azul” skin with USAR button and a “Herói-aranha” skin costing 1000 moedas with a gold COMPRAR button. The alternate skin is a simple red-and-blue spider hero with a red mask/head, white eye marks, blue torso, and red limbs. Buying is only possible with at least 1000 coins (unless infinite coins are enabled), then allow using it; persist the selection. Include VOLTAR.

Admin screen: include a Portuguese local demonstration admin panel, explicitly saying it does not control real online players. Provide a password field and ENTRAR button; accept the password “eva,” otherwise show “Senha incorreta.” After login show access granted, a button to toggle “♾️ Moedas infinitas,” a close button, and a list of three simulated players named Rafa, Bia, and João. Each player has a BANIR/DESBANIR toggle and banned status displayed in red. Infinite coins should show ∞ in the HUD and allow the spider skin purchase without subtracting coins. This is local UI state only, not multiplayer.

The visual presentation must remain crisp and responsive at different viewport sizes, with canvas device-pixel-ratio scaling, dark navy background outside the playfield, translucent overlays for menus, and large touch-friendly controls. Do not add weapons, enemies, multiplayer, powerups, lives, or other mechanics beyond the three-lane runner, jumping/sliding obstacle avoidance, coins, timer, skins, and the local demonstration admin panel described above.

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