Appearance
Arcade › Dancing Cubes
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ali built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dancing Cubes yet. Play it, then tell Ali what you would add next.
Dancing Cubes was built by Ali 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 Dancing Cubes 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 3D endless score-chasing game titled “Dancing Cubes.” Use Three.js-style WebGL rendering with a third-person/forward-facing perspective: the camera sits high behind the player at roughly (0, 8.5, 12), looking toward the distant horizon around z=-20. The scene is a dark synthwave dream: nearly black/deep navy-purple space with hundreds of tiny cyan and magenta stars, strong cyan/magenta bloom, and a glowing retro-futurist floor. The floor is a large dark purple reflective plane covered by an infinite-feeling perspective grid: cyan longitudinal lines and magenta horizontal lines, with the grid scrolling toward the camera to imply forward motion. In the far distance, show seven large alternating cyan and pink luminous torus rings/spiral-like hoops around the horizon, slowly rotating. Use fog, additive neon lighting, ACES-like tone mapping, and strong Unreal Bloom so emissive objects glow. The player is a bright white/cyan glowing cube/prism centered near the foreground, around y=1, with a slightly larger cyan wireframe cube outline around it. It continuously spins and subtly pulses. The player can move only horizontally and in depth across a bounded rectangular area: x clamped to about -8.8..8.8 and z clamped to -2..8, while y stays fixed. Keyboard controls are WASD or arrow keys; on touch devices provide a visible circular cyan/magenta virtual joystick in the lower-left that controls the same movement. Smoothly accelerate toward input and tilt the cube in response to velocity. Keep the camera following the player slightly on x while gently bobbing vertically. Objects spawn ahead in the distance (roughly z=-63 to -72) and travel toward the player as the world advances. Spawn timing starts fast and gradually becomes faster, while forward object speed starts around 15 and slowly rises up to an additional 15 over time. Every spawned object floats/bobs, rotates on all three axes, pulses in scale, and has a glowing solid cube plus a bright outline. Most objects are cyan collectible cubes, some are gold collectible cubes, and a smaller increasing-but-capped chance are red hazard cubes that are larger. Collision occurs when an object comes within about 1.65 world units of the player, then the object disappears. Cyan collectibles give 10 points multiplied by the current combo and increase combo by 1. Gold collectibles give 35 points multiplied by combo and increase combo by 2; play a bright note and emit a burst of small glowing particles. Red hazard cubes damage the player: subtract one of 3 lives, reset combo to 1, briefly blink/invulnerable the player, emit a red particle burst, and play a sharp metallic hit. When all lives are lost, stop the game and show a centered “Dream Broken” game-over dialog with the final score and a RESTART button. If a non-hazard collectible passes the player without being collected, reset the combo to 1. Display the score as a six-digit zero-padded value. Add a rhythmic audiovisual layer: a beat every 0.5 seconds with a low bass sound and a brief pulsing change in the magenta/cyan lights; collectible hits play short synthesized notes (gold higher than cyan). Start/resume audio after the user presses the start button. Track score, combo, and lives in real time. Build the UI as fixed overlays over the canvas. At the top-left place a translucent dark purple gradient panel with cyan border/glow containing “DANCING CUBES” and the subtitle “Ride the rhythm • dodge red shards.” At the top-right place a similar panel showing a large cyan score and magenta text “COMBO x1 • LIVES 3.” At bottom-right show “WASD / ARROWS to move / SPACE to wake the dream” and on mobile “Mobile: drag the cyan stick.” The initial full-screen overlay should have a dark radial purple backdrop, a huge chromatic-glitch-styled “DANCING CUBES” title with cyan and pink offset shadows, explanatory text about catching cyan rhythm cubes, chasing gold multipliers, and weaving through red glitch shards, a bright gradient START DREAM button, and the small caption “Procedural synthwave score-chasing • best played with sound.” Match the supplied visual style: black starfield, deep indigo horizon, electric cyan and hot magenta grid, white/cyan player cube, gold pickups, red hazards, neon bloom, and arcade HUD panels.