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Arcade › Collapse Dash

Collapse Dash

  • 3d
  • endless-runner
  • arcade
  • sci-fi
  • neon
  • mobile-friendly
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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. Yuvaan Jain built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Collapse Dash yet. Play it, then tell Yuvaan Jain what you would add next.

Make your own game

Collapse Dash was built by Yuvaan Jain 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 Collapse 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 Collapse 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 browser-based 3D endless runner titled “COLLAPSE DASH,” set in a dark futuristic neon city that is literally falling apart. Use a third-person perspective behind and slightly above a small glowing humanoid runner, with the camera looking forward down three parallel rooftop routes. The scene should be built from simple low-poly geometry: three lanes of dark blue-gray rectangular rooftop/platform chunks, each outlined with cyan glowing edges, suspended above a deep city void. Surround the route with tall blocky skyscrapers in navy, blue, and purple tones, with small cyan-lit windows, occasional distant skybridges, atmospheric fog, and cyan/magenta/red point lighting. Keep the background nearly black-blue and give the geometry emissive neon accents, shadows, bloom-like glow, and a clean arcade sci-fi presentation.

The player is a minimal white/cyan-emissive runner made from a rectangular torso and spherical head, with a small red/pink visor. The runner automatically moves forward while the world/platforms and obstacles scroll toward the camera; there is no combat. Constrain movement to three lanes at x positions left, center, and right. A/D or Left/Right changes one lane at a time with smooth lateral interpolation. Space or Up jumps; jumping is physics-based with gravity, and the player can clear gaps and low obstacles. S or Down triggers a short slide, visually tilting the runner forward; sliding is required to pass under low red beams. Left/right swipes and on-screen mobile controls should provide the same lane, jump, slide, and boost actions. Shift activates a temporary boost that substantially increases speed for about 2.4 seconds. The game automatically runs; although the instruction hint says “W sprint,” do not require a separate W action for the core automatic movement.

Lay out repeated rooftop chunks in all three lanes and continuously recycle them forward to produce an endless-run effect. Include hazards visibly placed on lanes: dark red weak barriers that can be hit/collected safely and award bonus score, bright red low beams that cause game over unless the player is sliding, and red gap markers/missing platform sections that cause game over unless the player is sufficiently airborne. Behind the runner, an advancing collapse threat should consume route chunks: progressively hide/deactivate chunks behind the player, and periodically remove a random lane section ahead, spawning a few falling red/dark debris blocks. If the runner falls below the route or collides incorrectly with a hazard, end the run. Gradually increase level and speed with distance (up to five displayed levels); award score continuously based on speed and give a bonus for barriers. Track distance, checkpoint (increasing each 100 meters), score, and persistent best score in local storage. End the run after 2000 meters as well as on collisions/falls.

Build a fixed HUD over the 3D canvas. Across the top show six compact dark translucent rounded boxes with cyan borders and uppercase labels/values: “SPD,” “DIST [number]m,” “LVL,” “CP,” “SCORE,” and “BEST.” Directly below them place a thin full-width rounded threat meter with a cyan-to-yellow-to-red gradient fill and red glow; it represents the collapse threat and gradually fills. At the bottom center show the control hint “W sprint · A/D lanes · SPACE jump · S slide · SHIFT boost,” changing to “BOOST ACTIVE” while boost is active. On touch devices show circular left/right controls at bottom left and circular jump/down controls plus a rectangular BOOST button at bottom right.

On initial load and whenever returning to the menu, show a centered modal overlay over the dark city: a translucent navy/black panel with a thin cyan border, rounded corners, and cyan glow. Display large glowing white/cyan uppercase text on two lines, “COLLAPSE” and “DASH,” followed by the red subtitle “THE CITY IS FALLING,” the message “Sprint across the skyline. Pick a route before the collapse reaches you.” and a bright cyan “START RUN” button. Starting a run hides the overlay and resets player position, route, hazards, score, distance, level, checkpoint, threat, and speed. On game over, show “RUN ENDED,” the final Score and Distance, the saved Best score, change the button to “PLAY AGAIN,” and add a dark alternate “MAIN MENU” button. Use bold Arial-like sans-serif typography, generous letter spacing, cyan text glow, and a restrained palette of dark navy, cyan, white, red, and magenta.

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