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Arcade › Cube Rush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Hiruy Getachew built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Cube Rush yet. Play it, then tell Hiruy Getachew what you would add next.
Cube Rush was built by Hiruy Getachew 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 Rush 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 playable Three.js 3D auto-run platformer titled "Cube Rush". Use a dark navy/near-black background with fog and a clean Geometry Dash-inspired side-on framing, but render the level as simple 3D blocks viewed from a slightly elevated perspective. The camera should smoothly follow the player horizontally while keeping the player readable near the left/middle of the screen; show platform depth and distant dark-blue tower silhouettes. Use bright cyan and magenta emissive accents against the dark scene. Gameplay: the player is a glowing cyan 1x1 cube with a white/cyan inner detail, a faint cyan wireframe outline, and a short fading trail of small translucent cubes. It automatically runs to the right at a constant speed of about 8.8 world units per second; there is no horizontal steering. Apply gravity of about 42 and a normal jump velocity of about 12.4. The cube rotates continuously in the air and while running. The only primary action is jumping: Space, W, Arrow Up, mouse click, or touch/pointer press queues a jump. Use a short input buffer (about 0.14 seconds) so a jump pressed just before landing triggers on landing. Holding the input should allow repeated jumps whenever the cube lands. R restarts the run, and P toggles pause. A crash is immediate if the cube touches a magenta spike or falls below the platforms; restart is available immediately by pressing R or tapping/clicking. Build a handcrafted level made from dark navy rectangular platforms, each about 3 units deep, with thin glowing cyan top strips. Coordinates below are the platform's starting x, width, and top y; the player starts at x=0 on the first platform: (-6,16,0), (16,6,0), (26,7,0), (35,5,0), (42,5,1.6), (49,7,0), (56,4,2.8), (63,5,0), (71,5,0), (78,4,1.6), (84,6,0), (94,6,0), (103,8,0). Leave gaps between platforms so falling is dangerous. Place small magenta four-sided cone spikes at these x/y positions: (9.5,0), (14.5,0), (23.5,0), (24.7,0), (31.2,0), (45.2,1.6), (58,2.8), (68.2,0), (69.4,0), (80,1.6), (89.3,0), (92.4,0), (100,0), and (101.2,0). Spikes should have a subtle animated vertical pulse. Add one orange jump pad centered at (54.1,0), visually a short cylinder/disc with a bright ring; when the cube lands on it, automatically launch it with a stronger velocity of about 15.2 and play a distinct effect. Put the finish at x=110.5: a rotating green/mint portal ring with a larger translucent glowing outer ring, positioned above the final platform. Crossing it wins the run. The level progression should feel like an intro with isolated single spikes, a middle section with double spikes and gaps, a raised-platform section, one automatic jump-pad launch onto a raised platform, and a tighter final sequence of double spikes leading to the finish. Keep collision readable and fair: detect the cube against platform tops, spike bounds, gaps, the jump pad, and the finish portal. Use instant crash and win states with no health system. HUD: overlay a compact HUD at the top over the canvas. Show the uppercase cyan brand "CUBE RUSH" on the left and "Attempt 1" on the right. Under it, show a bordered horizontal progress bar, initially empty, filled with a cyan-to-magenta gradient and cyan glow as the player advances from x=0 toward level length 112. Below the bar show the percentage on the left and the instruction/status text "Tap or press Space to jump" on the right. Display the current attempt number, incrementing on each restart. Include a pause status when paused. On crash or completion, stop gameplay and show a centered dark translucent overlay panel with a cyan border: for a crash, title it "Crash" and state the reached percentage plus "press R or tap to restart"; for success, title it "Clear" and state "Level complete — press R or tap to play again". Make the overlay tappable/clickable for restart after game over. Add subtle animated cyan/magenta floor glow strips in the foreground and dark blue tower decorations in the distant background. Use soft shadows, ambient blue light, a bright directional light, emissive materials, and restrained bloom-like glow via emissive colors/transparency rather than adding unrelated mechanics. Add simple synthesized sounds if supported: a short triangle tone on jump, a higher tone on jump pad, a low membrane-like crash sound, and a three-note ascending win sound. Preserve responsive resizing and expose game state if the environment supports it: player x/y/vertical velocity/grounded/alive/won, progress percentage, attempt, paused/gameOver, run speed, level length, finish x, and the platform/spike/pad layouts.