Mira Reyes
oh that huge DANCING CUBES title is really pretty haha. id probably trim it a lil faster once the run starts since it feels like it could cover your path a bit. the neon grid looks nice though :)
Arcade › Cube colector
Guide a glowing prism cube across a pulsing galaxy grid, collecting cyan and gold cubes to build combos. Weave around red glitch blocks as the neon dance speeds up.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Elvis Prestley built it with Cinevva, so it works on a phone or a tablet too.
oh that huge DANCING CUBES title is really pretty haha. id probably trim it a lil faster once the run starts since it feels like it could cover your path a bit. the neon grid looks nice though :)
Buatkan saya game hill climb racing
48e
Cube colector was built by Elvis Prestley 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 Cube colector 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 3D endless rhythm-action game viewed from a third-person perspective camera positioned behind and above the player at a downward angle. The player controls a white glowing prism cube with bright cyan emissive edges and a semi-transparent wireframe overlay that pulses with the beat. The cube sits on an infinite purple-blue mirror floor covered with a neon grid of glowing cyan longitudinal lines and magenta cross-hatched lines that scroll toward the camera, creating a classic synthwave aesthetic. The player moves the cube left/right and forward/back using WASD or arrow keys (or a circular touch joystick in bottom-left with a glowing cyan-white stick). Movement is smooth with momentum, and the cube tilts sideways slightly when changing direction. The cube constantly rotates on its Y-axis, spinning faster as combo increases. Three types of cubes spawn far in the distance (z = -63 to -72) and travel toward the camera at increasing speed: 1. **Cyan prism cubes** (most common) - glowing cyan/turquoise with intense emissive glow, bob up and down, spin on all axes, pulse in scale. Collecting awards 10 points × current combo and increases combo by 1. 2. **Gold prism cubes** (13% spawn rate) - bright gold/yellow with stronger emissive intensity, same bobbing/spinning behavior. Collecting awards 35 points × combo and increases combo by 2. 3. **Red hazard cubes** (crimson/magenta "glitch blocks") - larger and menacing with red emissive glow. Hitting one costs 1 life, resets combo to 1, spawns red particle explosion, and makes player invulnerable (flashing rapidly) for 1 second. Game ends at 0 lives. When cubes are collected, they explode into 16-34 small glowing particles (cyan for normal, gold for bonus) that spray outward and fade. Missing a collectible cube (letting it pass behind camera) resets combo to 1. The background features a swirling galaxy with 950 colored star particles in a cylindrical formation and 7 spinning torus rings creating a spiral galaxy effect in deep space. Two point lights (magenta and cyan) pulse in alternating rhythm. The entire scene has strong UnrealBloom post-processing for a dreamy neon glow. The camera subtly follows player X position and bobs vertically with a sine wave. Dark blue-purple fog creates atmospheric depth. HUD displays in top-left: "DANCING CUBES" title with "Ride the rhythm • dodge red shards" subtitle in a glowing panel with cyan borders. Top-right panel shows large cyan score number, and below it "COMBO x[number] • LIVES [number]" in magenta text. All UI panels have semi-transparent gradient backgrounds with cyan borders and neon glow effects. Start screen shows title "DANCING CUBES" with massive glowing text (cyan and magenta shadows), subtitle explaining the goal, and a "START DREAM" button with gradient cyan-to-magenta-to-pink fill. Game over shows "Dream Broken" headline and final score with "RESTART" button. On-screen instructions in bottom-right explain keyboard and joystick controls. The game includes procedural generative music using Tone.js: melodic synth notes on collection (higher for gold), deep bass kicks on beat (every 0.5 seconds), and a harsh hit sound on damage. Difficulty increases over time as cube speed accelerates and hazard spawn rate rises. Art style is retro-futuristic synthwave with heavy bloom, vibrant cyan/magenta/purple color palette, and geometric neon aesthetics.