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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. Oleg Sidorkin 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 Oleg Sidorkin what you would add next.
Cube Rush was built by Oleg Sidorkin 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 browser-based 3D endless runner titled “Cube Rush” using Three.js. Use a fixed third-person perspective looking diagonally along the track: the camera sits above and behind/right of the player, looking toward the lane, with the player cube near the lower center-left and obstacles approaching from the distance/right. The cube is an auto-running neon geometric avatar: a glowing cyan/white framed cube with a solid core, hovering at ground level on a dark blue platform, with a faint circular floor shadow and a pulsing cyan point light. The player does not move horizontally; instead, the world scrolls toward it from right to left. The only gameplay action is jump. Start with the cube grounded, and on Space, W, Up Arrow, or a tap/click anywhere outside HUD buttons, launch it upward with velocity about 8.7 and gravity about 27. While airborne, rotate the cube around its Z axis and smoothly snap its rotation to a right angle when it lands. Prevent double-jumping while airborne. Build collision against spikes using the player’s horizontal position and vertical height: contact with a spike while the cube is low ends the run immediately. The track should be composed of repeating dark navy rectangular ground slabs with a slightly raised blue lane strip and bright cyan center stripe. Continuously scroll and recycle the slabs. Spawn one or sometimes two closely spaced spikes ahead of the player, at random neon colors (cyan, purple, pink, yellow, or green); each spike is a glowing four-sided cone/pyramid on a small dark base. Spikes scroll toward the player, and every spike passed increases the integer score by one. Remove distant spikes. Spawn cadence begins around 1.0–1.6 seconds and becomes faster as speed rises. Start speed at 10 world units/second, increase it by about 0.18 each second, and cap it around 18, creating increasing pressure. Add simple distant scenery: alternating dark blue pillars with bright colored caps, slowly scrolling behind the track, plus roughly 48 tiny multicolored glowing star/dot particles in the dark sky that drift slowly and bob vertically. Use a dark atmospheric gradient sky/fog, from deep blue at the top to nearly black at the horizon/bottom, with neon lighting and clean low-poly arcade visuals. Add small square particle bursts on jump, landing, and crash; on crash use a pink/red burst. Include a responsive fixed HUD over the canvas: at the top left a translucent rounded panel labeled SCORE with the current score, at the top center/near-center a matching BEST panel backed by localStorage, and at top right a purple rounded pause button showing a pause icon that switches to a play icon while paused. On the initial screen show a centered translucent dark card with gradient cyan/green/purple “Cube Rush” title, explanatory text saying it is a Geometry Dash-style one-button runner, controls text for Space/W/Up/tap, and a bright cyan Start Run button. At the bottom center show a pill-shaped hint reading “Tap anywhere to jump.” Tapping a HUD button must not trigger jumping. Pausing freezes gameplay updates, shows the hint only when appropriate, and toggles via the pause button or P key. On game over, show a centered dark card titled “Crash!”, display “Score: N • Best: N,” and offer a purple Try Again button plus text explaining Space restarts. Restart must reset score, speed, world, cube motion, obstacles, and timers quickly. Preserve responsive full-screen mobile behavior, safe-area spacing, touch manipulation, and prevent page scrolling. Expose a window.getGameState() method returning player x/y/vy/grounded/alive, score, best, speed, distance, started/paused/gameOver, obstacle count, and next obstacle timer; expose window.setGameState(patch) for live adjustment of player y/vy/grounded, score, best, speed, distance, started, paused, gameOver, and obstacle timer. Store and update the best score under a localStorage key such as cube-rush-best.