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Dash Block

  • 3d
  • endless-runner
  • arcade
  • platformer
  • side-scroller
0
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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. Levi Gumm built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dash Block yet. Play it, then tell Levi Gumm what you would add next.

Make your own game

Dash Block was built by Levi Gumm 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 Dash Block 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 Dash Block

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/WebGL endless runner titled “Dash Block.” Use a perspective camera locked to a readable side-on view: camera starts around (0, 4.8, 12), looks toward the track/player, and smoothly raises its target when the cube jumps. Render a dark navy/purple scene with exponential fog and a clean bold arcade aesthetic. The world is a long, flat 3D track made from chunky rectangular platform segments, viewed mostly from the side with some visible depth. Each platform segment is about 4 units wide, 1 unit tall, and 3.4 units deep, with a thin bright cyan/teal top strip and small cyan edge lighting. Keep a dark floor/base far below the track. Add distant procedural background decoration: tall, chunky floating rectangular pillars/blocks in purple and cyan, with subtle rotation and drifting motion, partially softened by fog. Lighting should be cool and emissive, with a soft warm directional light; use saturated cyan-blue platforms and purple/cyan scenery against a nearly black navy background.

The player is a glowing white cube about 1 unit per side, fixed horizontally near the left side of the screen while the platforms and hazards scroll left toward it, creating forward auto-running. Give the cube a pale blue emissive material and a faint transparent wireframe outline. Add a short trail of seven smaller translucent pale-blue cubes behind it. The cube stands on the track at ground level, rotates continuously while airborne, and eases back toward an upright orientation when grounded. The player automatically moves forward; there is no horizontal steering.

Core controls and rules: Space, W, Arrow Up, mouse click, or touch/pointer tap makes the cube jump, but only when grounded. Use arcade physics with gravity around 34 and jump velocity around 12.5, so the jump is quick and readable. The player can land back on solid segments. Procedurally generate/recycle roughly 26 platform segments ahead as they pass behind the player. Most segments are solid, but after the initial safe opening, randomly create gaps with a chance that rises with difficulty and caps around 28%; falling below roughly y=-4.5 ends the run. On solid segments, randomly place no spikes, one centered spike, two spikes at local x positions about -0.65 and +0.65, or three spikes at -1, 0, and +1. Use low-poly four-sided pyramid/cone spikes standing on the platform, colored bright red/pink with a darker red emissive glow. Ensure the first five segments are safe so the game starts fairly. Collision occurs when the cube horizontally overlaps a spike and its bottom is below about 0.92 units above the track. Spikes and gaps are the only gameplay hazards.

Gradually ramp the scroll speed from 7.5 upward over time (about +0.18 per second), and display speed normalized to the starting speed, such as 1.00x. Increase score from survival distance, approximately floor(distance*10), and make the game endless by recycling segments that move well behind the player, generating new patterns with difficulty based on distance. Store the best score in local storage and update it on crash. Add simple optional synthesized feedback sounds: a short high jump tone, a crash tone, and a small tone each time the score crosses a 50-point threshold; initialize audio on first keyboard, click, or touch interaction.

Build a corner HUD panel over the 3D view, styled as a dark translucent navy/black rounded rectangle with a subtle border. Show the title “Dash Block” prominently, followed by “Score: 0,” “Best: 0,” and “Speed: 1.00x,” updating live. Under those, show the instructions “Jump: Space / Click / Tap,” “Pause: P,” and “Restart: R.” Keep the HUD readable and do not let pointer presses on the HUD trigger a jump. Press P toggles pause (unless already crashed), freezing gameplay and showing a centered/visible “Paused” message. On game over, tint/flash the scene dark red briefly and show a large centered white overlay with line breaks: “Crash!”, “Score: [final score]”, and “Press R to restart”. Press R resets score, speed, distance, player position/velocity/rotation, pause/game-over state, and regenerates the initial segment layout; while game over, a jump key may also restart as in the original behavior. Make the game responsive to window resizing and expose getGameState/setGameState hooks containing player state, score, best score, speed, distance, pause/game-over state, and segment positions/gap/spike data.

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